- This article is about Falco's appearance in Super Smash Flash 2. For general information about the character, see Falco Lombardi.
|Falco Lombardi |
in Super Smash Flash 2
Falco's official artwork.
Falco is a veteran starter character in Super Smash Flash 2 who was revealed during the Day 2 stream at Super Smash Con 2016. His sprites are custom-made and based on his appearance in Super Smash Bros. Brawl and his voice clips are directly taken from the same game. His moveset is a combination of his Super Smash Bros. Melee and Brawl movesets, making him a semi-clone of Fox, moveset-wise.
Falco is ranked 1st on the S tier on the current tier list, a slight leap from his 5th position on the previous tier list. Falco possesses good frame data and one of the best neutrals in the game due to the projectile in Blaster. He possesses KO options in his down tilt, forward smash, down smash, and back aerial. He also possess a strong meteor smash in his down aerial, which is a major factor in his combos. He has an all purpose move in Reflector, that can reflect projectiles, stall Falco in the air and can start his famous pillar combos.
However, Falco also possess major flaws, mostly from his accelerated falling speed, the fastest in the game, which makes him very vulnerable to combos and chain grabs. What makes this worse is Falco's light weight, which can lead to a lot of zero-to-death combos on him. Another problem, which is also worsened by his poor horizontal endurance and high gravity, is his recovery. Falco's recovery is predictable and Fire Bird covering a short vertical distance makes his weight problem all the more worse if he falls at a diagonal angle. Falco also struggles to KO due to him having few KO moves and not a lot of KO set-ups.
Falco has strong attributes throughout his moveset with quick frame data, decent range, strong combo ability and a few strong KO moves. Falco has KO moves in his Down tilt, forward smash, Down smash, back aerial, down aerial, and Reflector when close to the blast zone.
Falco has an all purpose move in his Reflector, which is the source of the majority of his combo game, as its name implies, a reflector, as stated above, another KO move and a decent edge guarding move. He can also multishine by jumping, and then immediately shining, which is a powerful damage tool on heavyweights/fastfallers at low percent, and can easily break/pressure shield.
Falco has one of the best neutral games in the current demo, due in part to his Blaster. Its lasers is one of the best projectiles in the game with it being fast, covering a long distance, can be shot multiple times by short hopping, can be used to either approach the opponent, stop their approach and can also be used to edgeguard recovering opponents.
Falco also has a strong air game with having a good approach option in his neutral aerial. He has a good spacing tool and strong KO option in his back aerial. He has a powerful down aerial meteor smash, which is the crux of his gameplay in starting combos, extending them and being a great edge guarding tool.
However, Falco is not without his flaws in that he has high accelerated falling speed, which makes him one of the easiest characters to combo. This problem is further compounded by him being light, which makes him easy to knock off stage, if not KO out right.
In terms of his recovery, Falco has one of the shortest vertical recovery moves in the game with Firebird covering a short distance. This makes meteor smashes, spikes, semi-spikes and edge guarding very deadly to Falco if knocked off stage. Falco Phatasm, though covering great horizonal distance, can be easily intercepted and edge hogged.
Despite Falco having strong tools to keep opponents out, he doesn't have very good escape options when opponents get up close to him. He has poor mobility throughout his moveset, making running away from the opponent a problem.
|Standard attack||Performs two knifehanded strikes before spinning his whole body to perform a flurry of knifehand strikes. Its first and second hit are capable of jab locking. The player can continue the flurry by repeatedly pressing or holding the attack button after the second hit.||4%|
|Forward tilt||Performs a straight kick. It can be used for spacing at lower percents. At higher percents, it can set up a tech-chase situation.||9%|
|Up tilt||Flips his leg behind him. Short range but very fast. Has incredible combo ability and can quickly knock opponents into the air to follow up with aerials or a Shine.||9%|
|Down tilt||Swipes with his tail in front of him. Short range but deals high vertical knockback and can be used as a combo tool at early percents or a KO move at high percents.||13%|
|Dash attack||Performs a flying kick. Has decent knockback and little startup lag, making it a usable approach option. It can be followed up with an aerial attack.||9%|
|Forward smash||Swings both wings forward. Its high knockback and good range makes it one of his best KO options.||19%|
|Up smash||Performs a bicycle kick. It is drastically weaker than Fox's similar up smash but has less ending lag and allows Falco to follow up sooner. The kick gets weaker over time and there is a sourspot at his trailing foot.||14%|
|Down smash||Performs a split kick. His feet are intangible during the attack. Has very low startup, hits on both sides, and is a semi-spike, which makes it useful for edgeguarding.||16%|
|Neutral aerial||Performs a sex kick, extending his foot. It is useful for breaking out of combos due to its very fast startup, and as a versatile horizontal combo starter and extender.||12%|
|Forward aerial||Spins in a drill-like formation, hitting three times with his beak. Its low knockback makes it useful for combos.||3%|
|Back aerial||Faces backwards to perform a kick behind himself. Its low startup and high knockback makes it one of Falco's best KO options. Its damage and knockback become weaker over time, and there is also a sourspot at his torso.||9%|
|Up aerial||Performs a somersault kick from back to front above himself. Has a sweetspot at his foot and a sourspot at his leg, which sometimes hits into the sweetspot.||10%|
|Down aerial||Performs downward corkscrew kick that hits once. A fast and powerful meteor smash if landed at the start. Its later hit pushes opponents to the side, similarly to Falco's down aerial in the PAL release of Melee.||12%|
|Grab||Reaches out with a wing.||N/A|
|Pummel||Knees the opponent.||1%|
|Forward throw||Punches the opponent forward.||8%|
|Back throw||Throws the opponent behind him before firing three shots with his Blaster.||7%|
|Up throw||Throws the opponent above him before firing three shots with his Blaster.||9%|
|Down throw||Slams the opponent onto the ground before firing three shots with his Blaster. Its meteor smash capability can put an opponent into a tech-chasing situation.||2%|
|Floor attack||Gets up and does a thrust kick behind him with one leg, and then in front of him with the other.||6%|
|Ledge attack||Gets up and performs a corkscrewing dropkick.||7%|
|Neutral special move||Blaster||Pulls out his Blaster and fires a slim blue laser projectile. Unlike Fox's Blaster, it fires at a much slower rate, but causes hitstun and deals slightly more damage. The fire rate is faster if the attack is being used mid-air. It can also be canceled upon landing, making it useful for approaching and even starting combos with.||3%|
|Side special move||Falco Phantasm||Rears back before launching himself forward in a red blur of afterimages. Opponents hit are meteor smashed. This move can be canceled by pressing the special input again before launching, though it will not deal any damage. It is a fast and effective horizontal recovery tool, albeit a linear one that leaves Falco helpless.||7%|
|Up special move||Fire Bird||Engulfs himself in an aura of blue flame before launching himself into the air while yelling "Fire!" in the chosen direction, dealing fire damage to opponents hit. Travels a much shorter distance than Fox's Fire Fox and does not damage opponents while charging. It leaves Falco helpless after being used.||14%|
|Down special move||Reflector||Creates a barrier around him that reflects projectiles. Opponents hit are launched directly upwards. The move has minimal startup lag and can be immediately jump-canceled to avoid all ending lag, making it incredibly useful for leading into aerial combos. Falco is intangible on the first frame.||8%|
|Final Smash||Arwing||Hops onto an Arwing, displaying the cockpit, allowing him to shoot lasers and a limited supply of Smart Bombs.||2%|
|On-screen appearance||Falls from high up in the air and lands in a crouching position.|
|Taunts||Standard||Kicks his reflector around and says "Piece of cake." before catching it.|
|Side||Stands on one foot with his wing raised, posing while saying "Don't try me".|
|Down/Up||Spins around twice on one foot, then poses with one of his wings while saying "Hands off my prey!".|
|Victory theme||A short remix of the title theme of Star Fox 64, it is also similar to the flourish that plays whenever Fox successfully completes a mission in the same game.|
|Victory pose||Jumps high into the air and poses on the ground after landing.|
In competitive play
Tier placement history
- Falco along with Meta Knight, Lucario, Marth, Isaac, Sonic, Mega Man, and Black Mage are the only characters, so far, who wear their default costumes in team battle when they are on the blue team.
- Falco, Mr. Game & Watch, Sonic, Luigi, Marth, and Ness are the only starters in this game who were originally unlockables in their debut appearances in the official Super Smash Bros. games. While Jigglypuff and Captain Falcon are also starters, they had to be unlocked in the demo they debuted in.