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{{Header Nav|game=Super Smash Bros. for Nintendo 3DS}}
{{Header Nav|game=Super Smash Bros. for Nintendo 3DS}}
{{floatingtoc|left}}
[[File:Super Smash Bros. for Nintendo 3DS Wii U Falco.png|right]]
* '''3DS unlock conditions:''' Clear [[../Classic Mode|Classic Mode]] without using any continues or play 20 Vs. Matches, then defeat Falco on Corneria.
* '''3DS unlock conditions:''' Clear [[../Classic Mode|Classic Mode]] without using any continues or play 20 Vs. Matches, then defeat Falco on Corneria.
* '''Wii U unlock conditions:''' Clear Classic Mode on any intensity or play 10 Vs. Matches, then defeat Falco on Orbital Gate Assault.
* '''Wii U unlock conditions:''' Clear Classic Mode on any intensity or play 10 Vs. Matches, then defeat Falco on Orbital Gate Assault.


Star Fox's ace space pilot returns with some big changes. As Fox's wingman, Falco shares several moves with his team captain, but plays very different from Fox. While Fox relies on his blindingly high speed and strong offense, Falco's strengths lie in his strong aerial combat capabilities and well-rounded moveset. With a decent projectile, nice combos and good KO moves, Falco is a solid, all-around character. Falco's main weakness is his lack of mobility due to his poor ground and air speeds. While he is not nearly as strong as any of his past iterations, Falco is still very much a strong and capable fighter.
Star Fox's ace space pilot returns with some big changes. As Fox's wingman, Falco shares several moves with his team captain, but plays very different from Fox. While Fox relies on his blindingly high speed and strong offense, Falco's strengths lie in his strong aerial combat capabilities and well-rounded moveset. With a decent projectile, nice combos and good KO moves, Falco is a solid, all-around character. Falco's main weakness is his lack of mobility due to his poor ground and air speeds. While he is not nearly as strong as any of his past iterations, Falco is still very much a strong and capable fighter.
{{-}}
 
==Basic attributes==
==Basic attributes==
Falco's weight is on the lighter end of the spectrum, around the level of Sheik but heavier than Fox. His dash speed is a far cry from Fox's, getting outrun by the likes of Ike and Samus. His lateral air speed is also below average, but he makes up for it with his impressive jumps, one of the highest, if not the highest jumper in the game. Like Fox, Falco can wall jump.
Falco's weight is on the lighter end of the spectrum, around the level of Sheik but heavier than Fox. His dash speed is a far cry from Fox's, getting outrun by the likes of Ike and Samus. His lateral air speed is also below average, but he makes up for it with his impressive jumps, one of the highest, if not the highest jumper in the game. Like Fox, Falco can wall jump.
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|adesc=Falco slashes two times with his wings, then spins around with his limbs extended indefinitely. Upon releasing the button, he will finish with a strong wing swipe. Like many Standard Attacks, this move is fantastic for poking or interrupting moves at close range. It starts fast and ends fast, making it a pretty safe move in general. The hits don't combo too well together, so you should end the repeating attack as soon as possible. The first two hits can combo into Falco's other attacks, sometimes even KO moves!
|adesc=Falco slashes two times with his wings, then spins around with his limbs extended indefinitely. Upon releasing the button, he will finish with a strong wing swipe. Like many Standard Attacks, this move is fantastic for poking or interrupting moves at close range. It starts fast and ends fast, making it a pretty safe move in general. The hits don't combo too well together, so you should end the repeating attack as soon as possible. The first two hits can combo into Falco's other attacks, sometimes even KO moves!
|fa=Steel Boot
|fa=Steel Boot
|fadesc=Falco kicks forward. This attack can be angled up or down with the control stick. This move is a decent spacing tool while on the ground. It is very fast and has more range than your Standard Attack, making it a useful attack to poke at foes from mid-range. Its knockback is pretty good, but the animation is a bit long which limits it to being used defensively. Use the attack's angling feature to strike foes coming from the air, or even those hanging off the ledge.
|fadesc=Falco kicks forward. This attack can be angled up or down with the control stick.
|ua=Wing Blades
|ua=Wing Blades
|uadesc=Falco slashes twice above him with his wings. This move starts really quickly, but its duration is a bit too long, making it easy to punish if you use it carelessly. However, it is still a useful move due to its reach. Falco's wings move in an arched manner, and the initial hit can strike grounded foes very quickly, launching them airborne. It also has great vertical range, letting it fulfill the role of an anti-air. Since it does moderate upward knockback, you can often combo this move into your aerial attacks.
|uadesc=Falco slashes twice above him with his wings.
|da=Tail Slash
|da=Tail Slash
|dadesc=Falco sweeps low with his tail. This move doesn't have as much range as the rest of Falco's ground moves, but it is both strong and very quick. The attack launches enemies upward when hit, dealing more knockback when you're closer to your target. At low percents, its upward knockback can combo into Falco's aerial moves. It also deals enough knockback to serve as a KO move at high percents, but it shouldn't be an option you rely on due to its iffy range.
|dadesc=Falco sweeps low with his tail.
|dasha=Avian Lunge
|dasha=Avian Lunge
|dashadesc=Falco charges forward and kicks. This move is a standard Dash Attack. It is decently fast, shifts Falco's position quickly and launches foes forward at an angle. It suffers from a common flaw of dash attacks, that is, it can easily be punished if you hit a shielded opponent, so you'd want to use it for your own punishes or to catch foes trying to land. It is also a simple combo followup that sends foes airborne, which can lead to subsequent followups as well.
|dashadesc=Falco charges forward and kicks.
|hanga=
|hanga=
|hangadesc=Falco climbs up and sweeps with both legs.
|hangadesc=Falco climbs up and sweeps with both legs.
|fsmash=Wing Guillotine
|fsmash=Wing Guillotine
|fsmashdesc=Falco slashes with both wings down. This move is Falco's strongest smash attack, but its power decreases dramatically if you strike during the later half of the move. This move is brutal if you land its sweetspot, capable of KOing quite early if you do it near the ledge. Unfortunately, it has some significant windup before the attack hits which lets opponents shield or dodge on reaction, after which you'll be open to punishes. Save it for a raw punish of your own, particularly if your foe has just overshot the ledge by recovering too high.
|fsmashdesc=Falco slashes with both wings down.
|usmash=Two-Strike Flip
|usmash=Two-Strike Flip
|usmashdesc=Falco performs a flip kick. While they share similar animations, Falco's Up Smash is a far cry from Fox's lightning fast finisher. It is much weaker than Falco's Side Smash, and it consists of two separate hits that usually chain into each other: the initial weak hit at the front which sets up for the full power strike at the end. It can be used as a KO move, but due to its nice reach it is also used as an anti-air or a damaging combo follow-up. Due to how the hitboxes are arranged on this move, you are more likely to land a strong hit on an opponent behind you than with other similar flip kick smashes.
|usmashdesc=Falco performs a flip kick.
|dsmash=Split Strike
|dsmash=Split Strike
|dsmashdesc=Falco performs a split kick. This move is Falco's fastest smash attack. While it does not have as much KO potential as your other smash attacks, its strength lies in its amazing knockback trajectory, specifically when you hit foes with your feet. The move launches foes at a nearly flat horizontal trajectory, which often knocks them offstage and can be really difficult to recover from for some characters. Its low hitboxes also lets it hit foes hanging from the ledge, making it an effective edgeguarding tool.
|dsmashdesc=Falco performs a split kick.
|aira=Feather Twister
|aira=Feather Twister
|airadesc=Falco spins around with his wings out. This move is Falco's fastest air attack and covers a nice area around Falco, so it is a decent defensive move to use while airborne. The multiple hits don't chain into each other very well, and they deal little damage, so they aren't really useful on offense. You can sometimes followup with grabs or ground attacks if you land during a Neutral Air due to its relatively low landing lag.
|airadesc=Falco spins around with his wings out.
|airfa=Beak Drill
|airfa=Beak Drill
|airfadesc=Falco spins around with his beak pointing outwards. Although its plagued by significant landing lag and is awkward to use, Falco's Forward Air makes up a pretty big part of his playstyle. While it is not the most damaging move he has, Forward Air's multiple hits will trap opponents, dragging them along with you, before launching them away. This trapping ability makes it amazing for edgeguarding, since you can use it offstage, drag a foe down with Forward Air and knock them further away from the ledge. It is also a good combo follow-up.
|airfadesc=Falco spins around with his beak pointing outwards.
|airba=Boot Smash
|airba=Boot Smash
|airbadesc=Falco kicks backward. This is Falco's bread-and-butter attack. It is fast, has good range and does great knockback. It is a reliable follow-up from most combo starters, and it can be used to space opponents out due to how spammable it is. Its knockback serves to stuff enemy approaches, and also makes it a valuable tool when edgeguarding. It even has some KO potential at high percents, giving you a fast and safe desperation KO move when the match drags on for too long.
|airbadesc=Falco kicks backward.
|airua=Avian Flip
|airua=Avian Flip
|airuadesc=Falco performs an airborne flip kick. This move is a great juggling tool. While it's not comparable to Mario or Captain Falcon's flip kicks, it still has a nice arc and mild vertical knockback that sets up potential followups. Its horizontal reach is decent, enough to be used as an airborne vertical launcher. Furthermore, it can even be used to KO at high percents, especially when you land a hit near the top of the screen.
|airuadesc=Falco performs an airborne flip kick.
|airda=Spin Stomp
|airda=Spin Stomp
|airdadesc=Falco winds up and kicks downward. Falco's notorious meteor smash is heavily toned down in terms of speed, so it is much harder to land this attack than in previous games. However, he still keeps the move's power, giving him a very strong meteor smash. Its long windup and landing lag makes it inadvisable to use too much during normal combat, but it is possible to insert it during a combo to knock foes up. Offstage, landing the meteor smash all but guarantees a KO, and even hitting with the late hit knocks foes further away from the stage.
|airdadesc=Falco winds up and kicks downward.
|holda=Bird's Knees
|holda=Bird's Knees
|holdadesc=Falco knees the grabbed opponent. This grab attack does low damage but is quite quick. Like all grab attacks, you'll be using this attack only to rack on extra damage off of a grab.
|holdadesc=Falco knees the grabbed opponent. This grab attack does low damage but is quite quick. Like all grab attacks, you'll be using this attack only to rack on extra damage off of a grab.
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|dthrowdesc=Falco slams the grabbed opponent on the ground and fires blaster shots into them. This is Falco's primary throw and his main combo starter. It deals low knockback and sends foes at a diagonal trajectory, letting you follow up with a variety of attacks both grounded and airborne. It does the least damage out of any of Falco's throws, but makes up for it with the reliable damage you can add on with follow-ups.
|dthrowdesc=Falco slams the grabbed opponent on the ground and fires blaster shots into them. This is Falco's primary throw and his main combo starter. It deals low knockback and sends foes at a diagonal trajectory, letting you follow up with a variety of attacks both grounded and airborne. It does the least damage out of any of Falco's throws, but makes up for it with the reliable damage you can add on with follow-ups.
|b1=Blaster
|b1=Blaster
|b1desc=Falco fires fast-moving shots with his blaster. The shots are weak but cause flinching. What was once one of the most annoying projectiles in the game is now merely a shell of its former self. Unlike previous games, Falco cannot cancel the move's ending animation, which greatly reduces the move's spammability and leaves him open to attack if an opponent gets close. The blaster's slow firing rate keeps it from walling out characters, so it is not a good zoning tool. Nevertheless, it is still fast and can't be canceled out by other projectiles. Most of the time, it is used simply to disrupt foes, particularly for interrupting charge moves.
|b1desc=Falco fires fast-moving shots with his blaster. The shots are weak but cause flinching.
|b2=Explosive Blaster
|b2=Explosive Blaster
|b2desc=Falco's blaster has a lower firing rate and range, but explodes at max range. The shot does pushback before it explodes. This variant is a single-shot projectile, so its use is naturally more deliberate. Its ending animation is significantly long, so you'll likely eat a punish if you miss and an opponent is close. The range of the projectile is constant, so learn to space it precisely if you insist on using it. The explosion tends to launch foes opponents toward you, letting you follow-up with attacks, even KO moves.
|b2desc=Falco's blaster has a lower firing rate and range, but explodes at max range.
|b3=Burst Blaster
|b3=Burst Blaster
|b3desc=Falco's blaster behaves more like Fox's, gaining a faster firing rate but no longer flinching foes. Compared to Fox's Blaster, it has less range, damage and fire rate but ends quicker. It has no stopping power, but it is much more usable due to its faster speed. It is great for forcing approaches and just generally racking up damage, but you should only use it from a distance so the move ends before your enemies get too close.
|b3desc=Falco's blaster behaves more like Fox's, gaining a faster firing rate but no longer flinching foes.
|fb1=Falco Phantasm
|fb1=Falco Phantasm
|fb1desc=Falco zips forward, attacking with his afterimage. Unlike Fox Illusion, Falco Phantasm meteor smashes airborne foes. This move should be Falco's primary recovery move, since Fire Bird is always a worse option when you are above or level with the ledge. Even though Falco can be hit out of the move at any time, he moves so incredibly fast that he is virtually impossible to hit. An improvement over his previous iterations is that Falco no longer enters helpless freefall after using Falco Phantasm, letting him further extend his recovery with Fire Bird. As an attack, it's weak and doesn't lead into anything. The meteor smash can cause unexpected edgeguards if you hit a foe with a poor recovery offstage though.
|fb1desc=Falco zips forward, attacking with his afterimage.
|fb2=Falco Phase
|fb2=Falco Phase
|fb2desc=Falco zips forward while invincible, but the move cannot harm enemies. It also travels a slightly shorter distance and takes longer before you can act out of it. Even though its distance is decreased, Falco Phase is still obviously specialized for recovery. Having complete invulnerability as you zip through the air guarantees that you will be completely safe from being edgeguarded. Unfortunately, its lower distance and long ending state makes it worse when you're launched very far horizontally, since if Falco Phase misses the ledge you'll be forced to use your Up Special much lower than with the default. Its total invincibility is also useful against heavy projectile spam, letting you zip past your foe's defenses without fail.
|fb2desc=Falco zips forward while invincible, but the move cannot harm enemies.
|fb3=Falco Charge
|fb3=Falco Charge
|fb3desc=Falco shoots forward, striking with greater force at the cost of distance. The move's sweetspot is located at the start of the attack, gaining increased knockback and launching foes at a lower angle. This special move is practically useless. It is obviously worse as a recovery due to its reduced speed and distance. However, it's not a good attack either. The only worthwhile hit is at the very beginning of the move, and the windup is too long for you to hit it realistically. It doesn't even have as much KO potential as other, safer moves, giving this custom move no redeeming qualities.
|fb3desc=Falco shoots forward, striking with greater force at the cost of distance.
|ub1=Fire Bird
|ub1=Fire Bird
|ub1desc=Falco surrounds himself in fire and lunges in the chosen direction. Unlike Fox, Falco's Up Special has less distance and doesn't harm foes while Falco is still charging. This is Falco's vertical and diagonal recovery move, but it's not a very good one. Its distance is mediocre compared to other recovery moves in the game, and leaves Falco completely vulnerable to attacks during the lengthy charging period. Therefore, you should try to limit your use of Fire Bird, saving it only when you're too low for Falco Phantasm.
|ub1desc=Falco surrounds himself in fire and lunges in the chosen direction. Unlike Fox, Falco's Up Special has less distance and doesn't harm foes while Falco is still charging.
|ub2=Fast Fire Bird
|ub2=Fast Fire Bird
|ub2desc=Falco launches in the chosen direction almost instantly, but the distance is decreased. Fast Fire Bird cripples Falco's recovery, traveling roughly as much distance as Little Mac's Up Special. However, its main draw is not as a recovery move, but as an attack. Fast Fire Bird is basically an offensive Falco Phantasm. It starts sooner and quickly propels Falco in your chosen direction, letting you close the distance with your foes in a blink of an eye. Fast Fire Bird is also a dangerous onstage movement option. When angled correctly, Falco will slide a fair distance after the move, which is useful for quick escapes, or land in a neutral state where he can instantly use any attack, making it a deadly surprise maneuver.
|ub2desc=Falco launches in the chosen direction almost instantly, but the distance is decreased.
|ub3=Distant Fire Bird
|ub3=Distant Fire Bird
|ub3desc=Falco takes longer to charge up the move, but can fly further than Fox's default Fire Fox. Distant Fire Bird fixes all of Fire Bird's problems with negligible drawbacks of its own. Its increased distance gives Falco legendary recovery distance when combined with his high jumps and Falco Phantasm. Its long charge time is less of a problem as well, because it is riskier and takes longer to reach and attack Falco when you use this move far from the stage. The increased recovery lets you be more daring offstage, complementing Falco's strong aerial game excellently.
|ub3desc=Falco takes longer to charge up the move, but can fly further than Fox's default Fire Fox.
|db1=Reflector
|db1=Reflector
|db1desc=Falco kicks a hexagonal energy barrier forward, reflecting projectiles as well as attacking foes from a distance. The reflected projectiles are faster and stronger. Falco's Reflector is very unique in that it has a fairly strict reflection window, but the move can be used as a ranged attack. As a reflector, the move's function is pretty self-explanatory, although it is easier to reflect things when the barrier is moving away from Falco than when its retracting due to the nature of projectiles. As an attack, it is fast and has great range albeit with low knockback. This move tends to trip foes at low percents, giving you an opportunity to start a combo.
|db1desc=Falco kicks a hexagonal energy barrier forward, reflecting projectiles as well as attacking foes from a distance.
|db2=Accele-Reflector
|db2=Accele-Reflector
|db2desc=Falco's reflector is weaker and only reflects while it is travelling away from Falco, but reflected projectiles are greatly enhanced in speed. The in-game description of the move is a bit misleading: it only amplifies the speed of the projectile; the projectile's power is unchanged and weaker than one reflected by the default Reflector. This custom move is pretty terrible, as it sacrifices too many perks for a minor benefit. The increased speed of the reflected projectiles lets them hit their original users before they can shield or dodge, but the normal Reflector already does this consistently. The smaller reflection window forces you to react faster, and the direct attack is both slower and weaker, making this variant overall a poor substitute of the default.
|db2desc=Falco's reflector is weaker and only reflects while it is travelling away from Falco, but reflected projectiles are greatly enhanced in strength and speed.
|db3=Reflector Void
|db3=Reflector Void
|db3desc=Falco's reflector destroys energy projectiles instead, while doing greater damage and knockback to foes. Oddly, while it completely nullifies most energy projectiles, it can still reflect physical projectiles like Samus's missiles, albeit in a weakened state. The direct attack is of course the main draw of this move. While it is slower than the default, it still boasts the range of the normal Reflector, but now it can actually launch foes. This increased power makes it worse for combos, but in return provides Falco with a strong ranged move.
|db3desc=Falco's reflector destroys projectiles instead, while doing greater damage and knockback to foes.
|utaunt=Falco kicks his reflector behind and over him two times while saying "Piece of cake."
|utaunt=Falco kicks his reflector behind and over him two times while saying "Piece of cake."
|ftaunt=Falco holds his wing up high and says "Get some."
|ftaunt=Falco holds his wing up high and says "Get some."
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