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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. 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.
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