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| ============= |
| |Falco Guide| |
| ============= |
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~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-By: ssbmon396-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
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o Table of Contents o
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o------------------------------------------------------------------------------o
|(01) Introduction|
|------------------------------------------------------------------------------|
|(02) Tiers|
|------------------------------------------------------------------------------|
|(03) Terms|
|------------------------------------------------------------------------------|
|(04) Why Use Falco?|
|------------------------------------------------------------------------------|
|(05) Falco Essentials|
|------------------------------------------------------------------------------|
|(06) Pros/Cons|
|------------------------------------------------------------------------------|
|(07) Moves/Attacks|
| ---------------------------------------------------------------------|
| (7-1) Ground A Moves|
| (7-2) Aerials|
| (7-3) B Moves|
| (7-4) Throws|
|------------------------------------------------------------------------------|
|(08) Combos|
|------------------------------------------------------------------------------|
|(09) Anti Strategies|
| ---------------------------------------------------------------------|
| (9-1) Close Range|
| (9-2) Swordsmen|
| (9-3) Aerialists|
| (9-4) Snipers|
| (9-5) Big-Lugs|
| (9-6) Speedsters|
|------------------------------------------------------------------------------|
|(10) Match-ups|
|------------------------------------------------------------------------------|
|(11) Level Strategies|
|------------------------------------------------------------------------------|
|(12) Stadium|
| --------------------------------------------------------------------|
| (12-1) Break the Targets|
| (12-2) Home Run Contest|
| (12-3) 10 Man Melee|
|------------------------------------------------------------------------------|
|(13) Conclusion|
|------------------------------------------------------------------------------|
|(14) Thanks|
o------------------------------------------------------------------------------o
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o Introduction o
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I'm ssbmon396, but you can call me ssbmon. I've decided to write this Falco
guide because the other ones at GameFAQs were getting extremely old and outdated.
If you must contact me, scroll on down the page to the conclusion, as I give out
contact stuff there. Thanks for reading and I hope you learn something new about
Falco! Enjoy!
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o Tiers o
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Let's start with the tier list. These tiers are the measurements of a character's
ability when played perfectly.They also come into effect on most stages without
hazards or side-scrolling. Hyrule Temple and Yoshi's Island (N64 Version) are 2
exceptions. Everything is in order, unlike previous tier lists.
~TOP~
Shiek
Fox
Marth
~UPPER~
Falco
Peach
Captain Falcon
Samus
Jigglypuff
~HIGH~
Ganondorf
Mario
Dr. Mario
Luigi
~MIDDLE~
Link
Pikachu
Ice Climbers
Roy
Zelda
Young Link
Yoshi
~LOW~
Ness
Donkey Kong
Kirby
Mr. Game&Watch
Mewtwo
~BOTTOM~
Bowser
Pichu
If you disagree with this list, e-mail me. I didn't make this list. People far
better than you or me did. But I still know for the most part why the characters
are where they are. That's all I have to say about what is becoming an SSBM
taboo.
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o Terms o
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Here's a few special moves you may hear about elsewhere:
---
Wavedash: Just hold the control stick either southeast or southwest, jump and
immediately airdodge. If done right, your character will slide on the ground
with some dust trail. If done really right, you shouldn't even leave the ground.
It's useful for combos, movement, and edgehogging (see below for more on
edgehogging)
---
L-Cancel: A very useful move. It cuts your aerial recovery time in half. After
using an aerial move, press L, R, or Z AS SOON AS YOU HIT THE GROUND!!!. Practice
with Link's down aerial or Bowser's back aerial.
---
Crouch Cancelling: Also known as CC-ing. This is a move to reduce the knockback
of your opponent's moves. If you are crouching (Hold down on the stick...) when
your opponent hits you, you won't be sent nearly as far. Be warned, this doesn't
work as well at high percentages. Also, if you do this to Peach, her downsmash
will give you about 50 damage.
---
CC Counter: Just a crouch cancel, followed immediately by a down tilt.
---
Dash Cancelling: This is especially useful for Luigi, as his dashing move sucks
majorly. When you are dashing, tap down on the control stick and you should stop
running. It sets up well for a "dashing" smash attack.
---
Edgeguarding: This is the "art" of keeping your opponent off the stage after
they've been knocked off. Probably the best edgeguarding moves are Falco's down
aerial (Spike) and Dr. Mario/Mario's >B. (Cape)
---
Edgehogging: This is making sure your opponent can't grab onto the stage after
they've been knocked off. How do you do this? Easy! Grab onto the stage yourself,
by facing away from the edge, and wavedashing toward the edge.
---
Dashing Roll: This is great for a character with a crappy wavedash, but a good
roll. (Such as Sheik) You take off dashing, then dash-cancel and immediately roll
in a direction. It's a great fake-out technique.
---
Dashdancing: This is basically tapping your control stick back and forth FAST, so
you run in small circles and you faked-out opponent doesn't know when you'll
strike. A very useful mind game.
---
Spam: To use a move liberally. (A lot!)
---
Jump-cancelling: There are two main ways to use this term. One is jumping out of
your shield or Fox/Falco's reflector and that one is the one referred to most
by me and other people. The other one is known as double jump-cancelling (or djc)
and that is covered just below this.
---
Double Jump-Cancelling: Some characters with a very long 2nd jump (Some examples
are Ness, Peach, and Mewtwo) can pull an aerial attack in the middle of the jump.
After doing this, all upward motion still left on the jump is terminated. Very
useful for hitting someone just outside of single jump range with an aerial.
With short-hopped aerials into djc'ed aerials, you can easily do 2 aerial
attacks while only leaving the ground once.
---
Shine: Smash Jargon for Fox/Falco's reflector.
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o Why Use Falco? o
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Why would anyone want to use Falco? Falco is a character with speed, power,
comboing ability, and a fantastic spike. Falco's only big weakness is in his
recovery. Falco also has what is commonly considered the best projectile in the
game. Falco should be played with an offensive playing style. The general strategy
of Falco is to use the Short-Hopped Laser (I'll refer to it as SHL) as an approach
and swoop in with a smash or down tilt. The laser can also be spammed for a short
amount of time, but I'll get to all that later on. Like all characters, Falco
takes a lot of hard work to master, but if you can use him well, he makes an
effective counter for those tough Sheiks and those freaking Peaches. One thing
you should know about Falco is that he's very stage-dependent. Falco is
unstoppable on Final Destination. The flat ground almost seems to speak "SHL the
hell out of this guy!". But on Fountain of Dreams, Falco can be stumped by those
tricky moving platforms. Obviously, your best bet is to hope for Final Destination,
and if you get it and have decent skill, you can be almost assured of a win.
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o Falco Essentials o
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1. You need fast fingers to play Falco. SHL combos into shffl'ed aerials can be
tough for some people.
2. You need to be able to execute shffl'ed aerials well.
3. Until you can SHL well, you shouldn't use Falco in serious matches.
4. You have to be able to get around Falco's atrocious recovery somehow. Most
people don't bother; it's a lost cause. Just play a tiny bit more carefully at
high percents; hopefully you can get a few kills in before you get knocked off
the stage.
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o Pros/Cons o
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*****
Pros:
*****
1. Falco's projectile is easily the best in the game.
2. For the most part, Falco is a pretty fast character. Not as fast of a runner
as CF and not as fast of an attacker as Sheik, but pretty fast.
3. Falco has a lot of powerful moves, like the forward smash, down tilt, and
the ever-powerful spike.
4. Falco's comboing ability is probably the third best in the game, behind
Marth and Sheik.
*****
Cons:
*****
1. Falco falls very fast. While some consider this a good thing as it helps
prevent vertical KO's, I think it's a bad thing because it makes Falco
vulnerable to combos.
2. Falco's recovery is the worst in the game, hands down.
3. When Falco can't use his blaster effectively (like against Link who can just
stand still and block it without even shielding), his overall effectiveness goes
down with him. The blaster is the lifeblood of Falco's game.
---
As you can see, the pros outnumber and outweigh the cons.
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o Moves/Attacks o
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*=============================================================================*
| |
| Ground A moves |
| |
*=============================================================================*
Neutral A: Blah. I don't use this and you shouldn't either. It can sometimes
help for cancelling out slow attacks though. I suppose you can combo fastfallers
with this, but really, why not use the up tilt instead? 1/10
---
Forward tilt: This is very fast, but doesn't have too much power behind it. I
don't like it too much. 6/10
---
Down tilt: Great! This move has insane power and comes out fast. Just about
anyone on any stage will be killed by this after 140%. If I'm not mistaken,
this is the most powerful tilt in the game. The main problem with this move is
it's limited range and the fact that it doesn't cover your back. Otherwise,
it's an easy ten. 9/10
---
Up tilt: This is an unbelievable combo force at low percents for fastfallers.
You can get 50% easily and still continue comboing. Even on relatively slow
fallers like Ness it's quite easy to get a solid 30% in with this. It's a pretty
good all-purpose move anyway and at higher percents could be a launcher move
into an aerial finsiher, but I prefer the shine for that purpose as it's so
much faster. 8/10
---
Forward smash: Nice. This has a lot of range, power, and speed. This is your
horizontal finishing move and there's really nothing bad about it. Just don't
spam it! 9/10
---
Up smash: This is a pretty good move, but it's used more for combos rather than
vertical killings, which you should use the down tilt for. It's a prime finisher
to an up tilt juggling and that is its main use. Very nice for comboing. 7/10
---
Down smash: I like this move. It covers both of Falco's sides instantly, and has
some reasonable power. It's too laggy to use at low percentages though. While
not as powerful or as quick as the forward smash, the fact that it covers both of
your sides makes it a great counter for roll-spammers. 8/10
---
Dash attack: It's very fast starting up and knocks your opponent into the air.
The main problem with this is that its lag makes it semi-useless for combos.
4/10
*=============================================================================*
| |
| Aerials |
| |
*=============================================================================*
Neutral aerial: This is a nice move with some power and priority. With Falco's
speed, it can be shffl'ed continually to cross some stages and do serious damage.
A very standard sex kick, it's most powerful the instant you use it. 9/10
---
Forward aerial: This move isn't too good for combos and if you use it over the
edge, you die. It's pretty laggy for an aerial move, so use the neutral or down
aerial instead. I suppose l-cancelling can make it a bit less laggy, but why
bother when l-cancelling works better on, say the neutral? 5/10
---
Up aerial: It's effectiveness depends on getting the second hit. If you don't
get it, it's worthless and dangerous to use. If you can get the second hit, it's
a great upward finisher. If you don't spike out of a jump-cancelled shine, this
is the move you'd better use. This is obviously your aerial vertical finisher.
7/10
---
Back aerial: This is a great move with speed, power, and range. Use this often
and with short-hops. There's not really much else to say, but it's an increcibly
good move, perhaps rivaling Doc for the best back aerial in the game. 10/10
---
Down aerial: Easily one of the best aerial moves in the game. It's the best
spike in the game and one of the best edge-guarders. When you use it short-hopped,
it's an edge-guarding force. If you can just get your adversary off the edge,
you should in all likely-hood get the kill. It's also good for air-to-ground combo
transitions, like the infamous shine-to-spike combo. Is there anything this aerial
can't do? 10/10
*=============================================================================*
| |
| B Moves |
| |
*=============================================================================*
Neutral B: Falco's blaster is considered to be the best projectile in the game.
Here is how to use it effectively.
1. Run towards your opponent and short-hop.
2. Fire the blaster.
3. Fastfall into the ground. If your opponent was hit, he/she will be temporarily
stunned. The fastfall enables to move to get pulled off much faster.
4. You are now free to attack your opponent, assuming you got close enough. If
you didn't, repeat the whole process again.
Practice this move and it will become an indispensable approach tactic. SHL's can
also be stationary, meaning you don't have to move to spam them. I've seen
professional videos where the Falco player can rack up 40 damage by spamming SHL's
before the other player can do anything about it. Short-hopped blasters can also
be used as retreat tactics. If you're good, you can wavedash backwards and fire
some shots to discourage pursuit. 10/10
---
Forward B: You shouldn't use this move as a ground attack because it sucks. The
only use for this move is coming back to the stage for horizontal recovery. If
your opponent jumps up to edge-guard you and gets in your way, he/she will be
spiked! 4/10
---
Up B: This move isn't that good for recovery as opposed to other character's
recovery moves. It's also pretty slow for an attack. I can't believe people
actually consider using this piece of crap. 1/10
---
Down B: This move, also known as the shine, is a very good move. It starts
many different kinds of lethal combos, most notably the shine-to-spike combo,
which is detailed in the combo section. It's reflects projectiles back at
double damage. It's also very fast; one of the fastest moves in the entire
game. 9/10
*=============================================================================*
| |
| Throws |
| |
*=============================================================================*
Forward throw: It's a nice move that can used as a chain-throw in certain
situations against certain characters. This can also be a setup for the ever
lethal spike! 7/10
---
Back throw: Some of this move's damage comes from the lasers Falco shoots, and
at higher percents, those lasers miss. It's about an average throw. 6/10
---
Up throw: I don't really use this throw. The shine does it's job even better.
5/10
---
Down throw: This is a pretty good combo starter as long as your opponent doesn't
tech. If your opponent does tech, it's not as useful. It still looks awesome
though! 7/10
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o Combos o
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Nearly all of Falco's combos can be started by an SHL, and it is highly
recommended that you do just that as it adds damage and helps you to get the
first hit in.
If you have nimble fingers, shine to up smash is a useful combo. Don't`1 rely on
it though.
If your opponent doesn't tech, down throw to shine/down tilt/down smash is pretty
good and can even be extended into longer combos.
One of the combos I like is shine/down tilt to spike, fastfall back down to the
ground, wavedash up to your target and forward smash. Your opponent could tech-
roll away from the forward smash though, but even if he/she does, it's a good 2
hit combo.
The shine-to-spike combo: This is a killer for any fastfaller/big target who
doesn't tech. Shine, jump-cancel the shine, spike, fastfall and l-cancel, repeat.
Another one I like is shine, jump out of the shine, and follow it up with your
choice of aerial.
This one takes some practice to do, but the people you play against will despise
it. Shffl'ed neutral aerial, keep doing shffl'ed neutrals until you're near the
edge, then you can short hop spike them. This only works on certain characters.
Test it out!
Try this one. Upsmash, followed by a neutral aerial, fastfall into the ground,
and if you can still catch your opponent in the air, use the appropirate aerial
for the situation.
You really can just make up your own combos as you go. I've given you some decent
ones, so experiment and make some of your own!
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o Anti Strategies o
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*=============================================================================*
| |
| Anti Close Range |
| |
*=============================================================================*
(Mario, Doc, Pikachu, Zelda, Sheik, Mr. Game & Watch, Ness, Fox, Falco, Ice
Climbers, Mewtwo, Yoshi, Kirby): These guys are pretty easy. You can spam SHL
for a short time, and then move in with a down tilt or shine to finish with a
spike over the pit. With the exception of Yoshi and Sheik, all these guys are
either light or have bad recovery, so Falco's highly offensive playing style
fits that well. Once you smell blood, it should be smooth sailing. Just watch
out, because an enemy Falco will think the same about you.
*=============================================================================*
| |
| Anti Swordsmen |
| |
*=============================================================================*
(Link, Young Link, Marth, Roy): Swordsmen can be difficult to fight against;
they outrange you, which is always tough to get around. For starters, the Links
have those stupid shields, so they can just stand still and take your SHLs with
out even flinching. Young Link falls to you in close combat and in the air, so
don't worry too much about him. Link's tougher. Your laser is out of comission
if Link has enough sense to stand still; if you charge him after a few SHL's
he's likely to shield-grab you, and with a fastfaller like Falco, that can lead
to a big combo. Link's attack speed and aerial game aren't quite as good as yours,
so try to use that to your advantage. Roy isn't too much trouble, but Marth's
stellar aerial game can give you trouble. Marth should succumb to a good ground
fight and some SHL's, but with his crazy range, it'll be a tough fight.
*=============================================================================*
| |
| Anti Aerialist |
| |
*=============================================================================*
(Marth, Luigi, Jigglypuff, C. Falcon, Peach, Sheik, Ness): They shouldn't give
you an incredible amount of trouble, just try to stay out of the air, except in
shine combos, because those are fast enough to avoid a counter-attack. Falco's a
pretty good aerialist himself, but not quite in this class. As in most cases, SHL
is the answer. Watch out for Jigglypuff especially because she can get you in some
deadly rest combos too. Shffl'ed aerials from these guys are always dangerous, but
if you can keep your distance with SHL, you should be fine.
*=============================================================================*
| |
| Anti Snipers |
| |
*=============================================================================*
(Falco, Fox, Peach, Samus, Mewtwo, Sheik, Doc) All these guys have either
annoying or powerful projectiles. Falco can reflect them with the shine, but
sometimes as you're getting into the offensive mood, the thought doesn't occur
to you. Usually, the shield is better because you can get it out quicker 9 out
of 10 times. The only time the shine would be better is if you just play
defensively and wait for a projectile, and we all know that's not how Falco
should be played, right? Just watch out for Samus' missile-cancelled missiles
(they reduce the lag on the missiles and they're shot just above the ground)
because they're killers against fastfallers like Falco (fastfalling leaves you
open for a sex kick from her when you land), especially when the missiles are
followed directly by a charged beam. Ouch!
*=============================================================================*
| |
| Anti Big Lugs |
| |
*=============================================================================*
(Ganondorf, C. Falcon, DK, Bowser) These are the powerful hitters. CF is up
there mainly because of his deadly knee, but everyone else has an opportunity
to tag you with 25% if you do something stupid, so don't do anything stupid!
(I know, pretty worthless advice...) CF is the only one here with any sort of
groundspeed, and because of his dashdancing, he can be very unpredictable and
you'll end up getting hit with a knee sooner or later. G-Dawg is also a pretty
good matchup against you, as his moves have very good priority and power. Falco
willusually get outprioritized if you're in tilt range, so try to stay just out
ofrange and come in with dashdanced grabs or something. There's nothing Ganondorf
can do about SHL's either, and shine-to-spike combos work well against him as
long as he doesn't tech. DK's main threat is his range with those huge arms.
You can either SHL him or have some fun up closer than that. DK's not too much
of a problem, but you need to time the spike well when he's recovering as he
is very resilient. Bowser gets destroyed by Falco. Up tilts can juggle him to
about 40% at times, from there, you can't miss an SHL because of his huge body.
Did I mention you also destroy him in the air?
*=============================================================================*
| |
| Anti Speedsters |
| |
*=============================================================================*
(Sheik, C. Falcon, Fox, Pikachu, Luigi) These are the characters that are either
fast runners or fast attackers (sometimes both). Luigi is up there because with
the utilization of wavedashing, his speed rivals Falcon's. Anyway, most of these
characters will use dashdancing or wavedancing in Luigi's case to try to fake you
out, then dash/WD in and start a combo. Fox is a lot different as he has many
more options than to just use his speed. He can start aerial combos or drill-shine
combos to really mess you up. Fox is tough, but you can beat him in hand-to-hand
combat as Fox will have a bit of trouble killing you with his main KO move, the
upsmash. Beware, he can still shinespike you while you're recovering! Fox isn't
exactly a great matchup for you, you'll have to be innovative and unpredictable
to beat Fox as he'll usually decide to be a pain and reflect all your SHL's.
Grr... Anyway, against the characters other than Fox, you need to be very
aggressive yourself. If they start to dashdance, you need to get off an SHL as
quickly as possible to stop them from making the first strike. You then sweep
in and shine-to-spike them a few times. This is a cliche strat that they will
use, so be on your guard for other things that could happen. Translation: If
they're the dashdance types, be agressive and SHL them. If not, just play well.
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
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o Match-Ups o
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I'll give each character a letter grade, and that tells you roughly how well
Falco matches up with that character. A means the matchup is strongly in favor
of Falco, C means it's pretty even, and E means Falco is at an extreme
disadvantage.
Doc: B
---
Mario: B
---
Luigi: C
---
Peach: A
---
Bowser: A
---
Yoshi: C
---
DK: B
---
C. Falcon: D
---
Ganondorf: B
---
Falco: C
---
Fox: D
---
Ness: B
---
Ice Climbers: D
---
Kirby: B
---
Samus: D
---
Zelda: A
---
Sheik: C
---
Link: D
---
Y. Link: B
---
Pichu: A
---
Pikachu: B
---
Jigglypuff: E
---
Mewtwo: C
---
Mr. G&W: B
---
Marth: D
---
Roy: A
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o Level Strategies o
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I'm only going to cover the main tournament stages here.
-------------------------------------------------------------------------------
Final Destination:
This is where Falco is at his best. Perfect, flat ground that just begs for SHL
spammage. Ya gotta love it!
---
Battlefield:
Falco is not too good here. The constricted space and platforms are a big problem
for Falco. SHL isn't as effective here. Try to use your great aerial game and play
more defensively than usual. You can sometimes get in an SHL setup, but don't count
on it.
---
Fountain of Dreams:
See Battlefield.
---
Yoshi's Story:
It's a bit bigger than Battlefield/FoD, so that's a very small plus for Falco.
The KO boundaries are very short here, softening the blow of Falco's terrible
recovery. Other than those two things, it's BF all over again.
---
DreamLand '64:
The stage itself is quite spacious, and the platforms tend to not get in the way
of flat ground fighting. The KO boundaries are a lot bigger than Yoshi's Story,
but I'd give this level the edge over YS.
---
Pokemon Stadium:
This is considered the fairest stage in the game, and it's about average for
Falco, at least until it transorms.
***
Fire Mode: I don't like this because you can't keep your distance too well and
the terrain is very rough, both things affecting the SHL.
***
Grass Mode: The problems here are similar to Fire Mode, but a little less extreme.
***
Water Mode: Pretty even fighting here, probably the best of the 4 special modes.
***
Mountain Mode: My advice: Keep away from everyone until it changes. The far left
is a good defensive spot.
---
Corneria:
This is a pretty ideal stage for Falco. For the most part, it's flat and very big.
---
Peach's Castle:
Not too good. If your opponent wants to be an annoying little punk, he can just
hide on the other side of the wall and when you go get him, he'll hit you with
an aerial. Yuk! Try to outprioritize their aerial with a down aerial, it's your
only chance of winning here.
---
Kongo Jungle '64:
This is all right, not too bad, not too good. It's wide and the terrain is
nothing good SHL's can't get around. The platforms are well out of the way too.
---
Kongo Jungle:
I may be mistaken by the name, but this is the waterfall one with the DK Rap.
Anyway, this isn't too bad, but I wish the platform was longer...
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| |
o Stadium (Content By XIF)o
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*=============================================================================*
| |
| Break the Targets |
| |
*=============================================================================*
--------
Beginner
--------
1,2: Double jump laser top right target and target spinning around burner
3,4: jump slightly backwards and aerial neutral A target that was in pillars
and target that is up and left of the starting position
5,6: dash short hop right, fast fall, jump into bottom alcove of bottom figure,
and ground neutral A moving target and target on other side of wall.
7: dash out, mid air jump, and up B against wall to get rapidly circling target,
land under left portion of burner.
8: run and jump left, fall down, forward B through 2 burners
9: jump backwards, aerial back A
10: double jump left, up B last target.
Target Time: 10 seconds
------------
Intermediate
------------
1: short hop laser burner target to right
2,3: dash short hop right, jump into bottom alcove of bottom right structure.
ground neutral A as moving target comes towards you.
4,5: dash out left, and rejump to right, land on top of structure, dash full
jump AFA to left, breaking target that moves about level and rapidly spinning
target, land under left portion of burner
6,7: dash left full jump AFA, breaking inside pillar target and target above
starting position
8: forward B target through burners, rejump beforehand if neccesary.
9: jump backwards, aerial back A
10: dash toward left wall, full jump, walljump, re-jump towards wall, walljump
turn around laser last target.
Target Time: high 8 seconds, low 9 seconds
for videos on above strategies go to:
http://members.lycos.co.uk/begandinterbtt
---
Pro
---
(big thanks to mario64master)
1,2. Double jump quickly to the right. Shoot 2 lasers to the left while fast
falling. The first laser will hit the target above the starting point, and the
second will hit the one to the left and below that.
3. Land on the right side of the small platform below and to the right of where
you start. Still facing left, press A to punch target 3, the one that quickly
circles the main platform.
4. Dash off to the right and fast fall immediately. As soon as you can, jump
right into the lower of the 2 small holes. Press A to punch through the wall.
5. Run out to the left and as soon as you leave the ground, rejump up and back
A the target that was below you as you hit target 5 on your way up.
6. After hitting target 5, maneuver yourself to the right to land on top of the
platform on its left side. Walk yourself to the very left edge, and as soon as
you are on the very edge, jump left and down B the target there, which will
appear a fraction of a second before you hit it.
7. Immediately after you down B target 6, rejump to the left and forward A
target 7, the one that goes around the octagonal fire block.
8. As you hit target 7, you will hit into the fire block yourself. You have to
hit on the corner between the vertical left side and the angled down-right
side. If you hit at just the right spot, you will be sent flying to the left.
You will slide along the platform you started on, and continue to fall towards
the left. Right before your momentum carries you through the 2 left fire
blocks, down A the target between them.
9. Your momentum will continue to carry you to the left through the 2 fire
blocks. As soon as you land by target 9, down B it.
10. Jump backwards out of the down B immediately, still facing left, so you do
a backflip towards the wall above the fire blocks. Wall jump off the wall,
jump back towards the right, wall jump again, and immediately shoot a laser to
hit the target in front of you.
Target Time: 5.72
For video, go here:
http://www.planetquake.com/sda/other/ssbm.html
*=============================================================================*
| |
| Home-Run Contest |
| |
*=============================================================================*
(Big thanks to Skeeto)
---------
Bat Drops
---------
Bat Drop Down+A
---
Single:
Stand right next to the Sandbag. Jump above the Sandbag and drop the bat just
before the peak of your jump. Wait just before you touch the Sandbag and press
down+A. The combo does 30% max.
Double:
Stand right next to the Sandbag. Double tap the jump button and immediately
drop the bat. Wait until you are almost touching the ground and press down+A.
The combo does 32% max.
-------------------------------------------------------------------------------
Bat Drop Strong Up+A
---
Stand right next to the Sandbag. Jump above the Sandbag and drop the bat at
the peak of the jump. Hold the control stick upward slightly and press "A" as
Falco's feet touch the top of the Sandbag. The combo does 33% max.
--------
Beginner
--------
1. Grab the bat
2. Up+B, aim the control stick to the right(16%)
3. Small jump, down+A
4. 3 Up+A smashes(turn around after every smash)(69-71%)
5. Jump, down+A on the right side of the Sandbag(80-82%)
6. Throw the bat to the left at the Sandbag(100-103%)
7. Grab the bat, dash to the right, no-ping hit
Bull's-eye: 1450+ feet (440+ m.)
------------
Intermediate
------------
1. Grab the bat
2. 1 Forward+A
3. 6 single jump bat drop down+A combos
4. Align a tipper
Bull's-eye: 2500+ feet (760+ m.)
---
Pro
---
1. Grab the bat
2. 1 Double jump bat drop down+A (left side of Sandbag)
3. 1 Single jump bat drop down+A (left side of Sandbag)
4. 1 Double jump bat drop down+A (right side of Sandbag)
5. 1 Double jump bat drop strong up+A
6. 3 Single jump bat drop strong up+As
7. Down smash after landing from last bat drop strong up+A
8. Aerial Tipper
Bull's-eye: 4000+ feet (1220+ m.)
For videos, go to:
http://www.angelfire.com/alt2/chronohrc/index.html
*=============================================================================*
| |
| 10 Man Melee |
| |
*=============================================================================*
---
Pro
---
1,2: walk left slightly just before first 3 appear, up B bottom frame and right
frame, aim so you land near right side of right platform
3,4,5: dash short hop left, drift left til you are on left side of new bottom
frame, up B the bottom frame, the right frame, and the top left frame from the
beginning, land in same position as 1 and 2.
6,7,8,9,10: quick double jump left, start up B when you are on left side of far
right frame, and feet are level with its head, aim it up and left, should get
remaining frames.
For video, go to:
http://www.planetquake.com/sda/other/ssbm.html
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
| |
o Conclusion o
| |
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If you want to reach me/contact me/congratulate/criticize me, do so by e-mailing
me at
[email protected] or AIMing sk8mon1234. If you chose e-mail, for crap's
sake, put Falco FAQ or something related in the subject title or I'll delete it.
When this guide gets old and I don't post at the boards anymore, please e-mail
me telling me to get rid of it.
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
| |
o Thanks o
| |
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o
Blacklightning, for being a good smash opponent.
AWrulez, for a tip about shine-to-spike.
XiF, for giving me some feedback when this guide was young.
Bluelion, for essentially starting this by getting rid of that awful Marth guide.
Anyone not mentioned, if you helped me, you know who you are.
Everyone on the GameFAQs SSBM board, you guys are great! Except for those who
aren't...
Whoever's reading this, it's a pointless guide without you!
CJayC, for posting this on your site.