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    Falco by MMassey

    Version: 1.5 | Updated: 01/28/02 | Printable Version | Search This Guide

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                  Super Smash Bros. Melee 
             Falco Character FAQ/Guide/Whtever
                        Version 1.5
          By: Matt Massey - GetYourVashOn@aol.com
                  
    
    -2. VERSION HISTORY -------------------------------------
    
    1/25/2002 - Version 1.0 - 71 KB
    - FAQ created. 
    - Ate a Pizza Hut P'Zone recently. Nice 'n filling.
    - To do: Better character/stage strategies, MAYBE add in
    combos. And, perhaps, do a little more with the Fox vs.
    Falco thing.  
    
    1/29/2002 - Version 1.5 - 81 KB
    - Reworded some of my psychobabble. Should be an easier
    read now. I shouldn't be writing at 4 AM, see. 
    - Updated most of the strategies, either by clarifying or
    adding new stuff. 
    - Giga Bowser added in section six, just for completion's
    sake. I'll add in both hands if it's requested by a lot
    of people. 
    - To do: Just more revisions, perhaps combos if you 
    people would just SEND THEM IN!! I'm serious, I have no
    mail on this FAQ outside of someone requesting to host 
    this FAQ. I'm sure I have some errors or something, and
    perhaps someone'd like to correct them. E-Mail addy is
    on the top. 
    
    ------------------------------------- VERSION HISTORY .-2
    
    
    
    -1. LEGAL MUMBO JUMBO -----------------------------------
    
       This here piece of written work is copyrighted by me,
    and as such you're not allowed to reproduce this, in part
    or in whole, for profit. If you do, I'll find out and 
    boot your tush for good measure.
    
       For those of you that would like to host this on a
    site, here's the terms:
    
       - Please e-mail me first, with a link to your page.
    My e-mail addy of the moment is up on the top. 
       - Your site may not be one of those "pay to access
    all this stuff" site. 
       - There must not be any ads or special advertisement
    things located on the same piece of .html with the FAQ.
       - This FAQ is to be printed in full without any
    modifications (unless you have my permission)
    
    
    You can currently find these FAQs here:
    
    - GameFAQs.com
    - Neoseeker.com
    
       If you find my FAQ on a site that isn't listed here,
    then please let me know.
    
       This FAQ was made simply for the enjoyment of people
    who play Super Smash Bros. Melee for free, and as such
    I wish for it to stay that way. 
    
       Falco, Super Smash Bros. Melee, and such are (c) their
    respective owners. All rights reserved.
    
    
    ----------------------------------- LEGAL MUMBO JUMBO .-1 
    
    
    
    0. TABLE OF CONTENTS ------------------------------------
    
    -2. Version History
    -1. Legal Mumbo Jumbo 
     0. Table of Contents (here)
     1. Whole-Hearted Welcome Message
     2. Falco, This Is Your Life! (summary)
     3. Push the Button, Falco (moves)
     4. Real Time Versus Strategy (vs. mode strats) 
     5. Stage Fight (arena stuff)
     6. Falco vs. Random Franchise 3 (vs. characters)
     7. Falco's Birthday Wishlist (items)
     8. #1 Furry Pilot vs. Ballerina Rocket (Fox vs. Falco)
     9. Odds, Ends, and Penny Rolls (extra stuff & weirdness)
    10. Insert a Quarter (Credits)
    11. Legal Mumbo Jumbo, Again! 
    
    ------------------------------------ TABLE OF CONTENTS .0
    
    
    
    1. WHOLE-HEARTED WELCOME MESSAGE ------------------------
    
       It's another SSB:M character FAQ. Goody! This one's
    made by yet another random schmoe, this one for Falco.
    A Falco gameplay FAQ. Yes, there are methods to the guy's
    madness. You probably don't have much time to experiment
    with the characters to your heart's content. If you are,
    then this is for you. If you aren't, then go on and read
    through here to see if there's something you might have
    missed while playing.
       All in all, the best way to get better is to practice,
    practice, practice. Some people need pointers. Instead
    of pointing fingers and laughing, direct them here. 
       I'm assuming that you're already familiar with the
    game's controls, and have unlocked Falco. I will not
    provide 1P game, Stadium, nor Event info, so if you want 
    that kind of stuff, go here:
    
    - BigJoe7x7's Home Run Contest Guide
    Found on gamefaqs.com and geekmecca.com, this'll give 
    you a good idea of how to go about slaughtering the
    Sandbag. 
    
    - Mario 64 Master's Target Test Guide
    All you need to know for breaking the targets and
    getting a low enough total time to get all the
    Target Test's related trophies. This is also on
    gamefaqs.com.
    
    - BBacka's Event Match Guide
    Quite in-depth and helpful. Not much more needs to be
    said. Gamefaqs.com is where it's at. 
    
    
       If you need to contact me, here's all you need to 
    know:
    
    - E-Mail addy: GetYourVashOn@aol.com
    - GameFAQs Boards: Twelve12Percent
    
       When mailing me, please put "FALCO" in the subject
    header. I'm all for suggestions to my flawed strategies
    and the like, so mail away. I just don't check my mail
    all too often, so be patient if I don't get right back
    to you.  
    
       With that out of the way, we're on to tackle the more
    finer things in life. Onward! 
    
    ------------------------ WHOLE-HEARTED WELCOME MESSAGE .1
    
    
    
    2. FALCO, THIS IS YOUR LIFE! ----------------------------
    
       Falco's that fellow pilot of yours with a stick up his
    butt in the Star Fox games. He probably still has it in
    there, as now he's also joining the fray in Melee 'cause
    even he's irritated by himself. 
    
       Let's get this out of the way first: Falco is very 
    lightweight. He's far from being the lightest, but if you
    need an idea of how light... well, Zelda and Peach both
    outweigh him. He's tied with Pikachu. This means a really 
    powerful hit has a good chance of taking you out at 60%
    or so if you're already close to the edge. 
    
       He flies pretty far when hit. Ouch. He also has fairly
    poor recovery skills. Sure, his first jump is the highest
    there is. However, you don't get to use your first jump
    in the air. That leaves you with his second and third.
    His second jump is pretty mundane stuff. For the third
    and final leap, you get to choose between his up+B or
    his side+B. The former can be directed but doesn't carry
    him very far at all, as where the side+B gakes him a 
    decent horizontal distance. You do, however, have to add
    his insane fall speed. This means that you'll run into
    many cases where you'll be way too low to grab the ledge
    with his side+B, and will have to try his up+B instead.
    It's not THAT bad, but it's far from good. 
    
       I'm done with his glaring downsides. Since Falco is so
    tempermental, he's also good at what many consider the
    cheaper aspects of Melee. 
    
       They make a pretty big deal about his Blaster (neutral
    B), which is actually one of the best edge-guarding tools
    in the game since you can just eat most characters'
    second jump. They can't deflect it in midair (unless they
    have such a move), and that means they'll need a good 
    thid jump to make it back. Sometimes the CPU will try to
    use the midair dodge. When you dodge in the air, that 
    counts as your third jump. Instant win for you if they 
    can't make it. This  works best in one-on-ones, 
    obviously.
    
       Falco was also blessed with the game's absolute 
    fastest Meteor Strike; his aerial down+A, that drill 
    kick. No matter what part of it you hit with, they'll go
    down if they're at 70% or so with empty air beneath them.
    Here's where balancing comes into play - Falco falls 
    fast. There's a great chance you'll go down with your foe
    if you jumped after them to land the spike, but they'll
    be going down first. To Falco, that's pretty much all
    that matters. 
    
       In terms of actual moves, Falco's pretty balanced.
    One good projectile for being annoying, a VERY reliable
    projectile deflection move that can help set up juggles,
    a quick dash attack to punch through crowds or escape
    trouble, pretty good reach and speed on his normals, two
    impressive midair attacks, and nice overall comboability.
    Perhaps he's lacking a little in physical strength 
    (forward smash is his best, and it's not that powerful), 
    but he's well-equipped for most any situation. 
    
    ---------------------------- FALCO, THIS IS YOUR LIFE! .2
    
    
    
    3. PUSH THE BUTTON, FALCO -------------------------------
    
       Falco, like the rest of the SSB:M cast, is a man of 
    many moves and maneuvers. Damage based on the training 
    mode and Fox at 100% damage.
    
    Neutral A Ground: 3%, 4%, 1% per kick 
    Fast, decent reach, kinda weak (as to be expected). If
    you keep pressing A, you'll go into a multi-kick combo. 
    If you're up against big opponents and you have a wall 
    handy, knock 'em into it and just keep them against the 
    wall. 
    
    Side A Ground: 8%
    The other Falco FAQ on GameFAQs says it's mediocre. I 
    have to disagree. A nice roundhouse kick that you can 
    aim slightly upwards or downwards that doesn't have much 
    power, but it has a good combination of speed and reach.
    You'll probably be using this a lot subconsciously, as
    I have. Invaluable against the rangemongers (Marth and
    friends), and fairly comboable if you're fast enough.
    
    Up A Ground: 8%
    Falco kicks a foot up and his opponents go flying at a
    nearly straight angle into the air. Basic combo starter,
    and (once again) good speed. If you hit with this again
    though, they'll go back up at a somewhat more curved
    angle. Just jump after them once you hit, unless they
    can't clear your head. 
    
    Down A Ground: 13%
    A tail sweep. Great crowd control move. Speed, range,
    AND power but won't cover your behind. If you're 
    getting hit silly, just throw this out of nowhere for
    some breathing space. Launches opponents upwards at
    an angle away from Falco, so you're gonna have to 
    move in to combo after it. Can kill easily at 130-160%,
    so this can work for a finishing blow if they just
    REFUSE to die by smashes.
    
    Neutral A Air: 10%
    Decent damage aside, I don't use intentionally. Weak
    knockback, low range, low priority... well, I guess
    if you wanna go for that All Variations bonus, why 
    not?
    
    Back A Air: 8%
    Weaker damage-wise than the aerial neutral A, but
    a little more knockback value. You have better to
    use. 
    
    Front A Air: 7% per kick
    Multiple spinkick thing. I guess it's decent for 
    crowd control or someone after munching on a 
    Super Shroom, but the next attack is a bit more
    preferrable.
    
    Up A Air: 6%, 9%
    Fun two-hit juggle attack Fox had (and still has)
    from the original SSB. Sadly, the opponent doesn't
    go straight back up (they teeter off towards the side), 
    and it's not all that strong unless they're at a high 
    damage. Still, one of your two favorite aerial moves
    because with a little movement you can go and just do
    it over and over. 
    
    Down A Air: 12%
    FASTEST SPIKE IN THE GAME. This does not do multiple
    hits. It does not need to. If the opponent is in the
    air and right next to the edge while you happen to 
    be above them, do this. There is a very good chance 
    that they'll get spiked into the abyss (the angle of
    flight leads slightly away from Falco). While they'll
    probably recover at a lower damage number, remember 
    this; it's awesome. 
    
    Dash A: 6%
    Surprising speed and priority if you're running at
    someone, but this isn't very effective. Weak damage,
    and a noticable recovery delay that just doesn't go
    well with the low effectiveness. This will knock an
    opponent up and a bit away from Falco, which makes it
    hard to combo unless the enemy is at a higher %. 
    
    Side A Smash: 17% uncharged, 23% max charge
    Falco's most powerful smash move, which sends people
    away to the side at an angle depending on how close
    they are to you. People in your face seem to pop 
    straight up, those who are barely in range go at about
    a 30 degree angle away from you. The startup obviously 
    rears its ugly head as a means of gameplay balance. What 
    else would stop you from just using smash attacks all the
    time? When charged, this is pretty nasty. Otherwise it's 
    kind of weak. Near the edge, anybody at 80% or above is 
    guaranteed to die at full charge. If they don't go splat 
    and you're not in immediate danger, just take a shot with 
    your B attack and take credit for the kill. If not, well,
    an extra 2-6% damage or so will help for next time.  
    
    Upwards A Smash: 14% uncharged, 18% max charge
    Falco does a flip kick. Not as strong as the side A
    smash, and a whole lot less range. However, it feels a
    bit faster. Pathetic damage if it tags anybody behind
    you (at least it can...). Don't expect to kill anybody
    with this unless they're already up there for damage.
    Pretty good to use in combos though, so don't throw it
    out of your book.
    
    Downwards A Smash: 16% uncharged, 21% max charge
    Actually, this is a contender for Falco's strongest
    Smash, but the range is limited as a trade for good
    speed and coverage on your front and back. People hit
    by this also fly at a directly horizontal angle, so 
    this isn't bad if you can land it. Now, if you're 
    Giant Falco against a Tiny Pichu or someone like that,
    the Side A Smash will pass over their heads. This is
    what you use instead. 
    
    B: Falco's Blaster - 1%-3% per shot
    Why they make a big deal about this, I don't know. There
    are more dramatic differences between Fox and Falco than
    this, but it's not like I dislike this move. Oh no.  
    Slow rate of fire, but infinite reach and it stuns the
    opponent. While you could take pot shots at your foe 
    from the other side of the level, the more productive 
    use is for edge guarding. If they're not capable of 
    deflecting or absorbing the laster with a special 
    move, there's almost no way they'll be able to get 
    back up onto the battlefield unless their third jump
    is good. Obviously, that's a better tactic to use in 
    one-on-ones than big group fights. 
    
    Side B: Falco Phantasm - 7% 
    After some startup, Falco does a little light-speed
    dash across the screen. This startup is quite brief,
    matched by noticable recovery delay and very high
    vulnerability even when you're in that fast dash.
    Yes, I've grabbed Falco and been grabbed by my foes
    out of this move, often by accident. As such, I
    really can't recommend this as an attack against the
    attentive. Since it's so fast, though, it could 
    make a great escape move in a pinch. As a dramatic
    plus, if you hit an enemy in midair with this they'll
    drop STRAIGHT DOWN. That's a spike. A nasty spike. 
    It still might not kill unless at high damage, but
    it's something. This also counts as your third jump in 
    the air, so be extra careful you don't do this over the 
    edge. 
    
    Up B: Fire Bird - 16%
    Falco surrounds himself in a fiery thing, then takes
    off in the direction specified by how you tilt the
    control stick. Compared to Fox's, this is weak. It
    doesn't go nearly as far nor does it have any built-in
    protection from people already in your face, but 
    anybody hit with this will go farther than Fox's. It's
    still difficult to kill with this, but it gives you
    more breathing space. Almost strictly a recovery-only
    move unless used in combos. 
    
    Down B: Reflector - 8%
    Falco (and Fox) are truly great at anti-keep away with
    this wonderful toy here. Any projectile attack that 
    comes in contact with this will not only bounce off of
    you harmlessly, but it also strengthens it. In the air,
    it also slows down your fall if you want to throw 
    someone off. No real startup nor recovery delays either,
    plus this has extremely good priority if started up in
    the company of enemies. In Falco's case, it sends foes
    straight up so you can combo them. I'll get into the
    full use of this move in a later section. Too bad you
    have to call back up the deflector every time 
    something hits it.
    
    
    Throws: My opinions of throws changed a bit since the 
    first version. Falco's down throw is easily his best for
    the combo potential, but if there's a group of opponents
    coming at you from behind or above... well, that's what 
    the rest is for.  
    
    Grab, A: 1-3% per hit
    You knee them. Extra damage is fine by me.
    
    Forward throw: 7%
    Mundane. Not much strength here. You just uppercut them
    away, and they go flying towards the direction you're
    facing. It might kill a lighter character at 100% if
    you're near the edge, but don't bother too much with
    it.
    
    Backwards throw: 7%
    Falco throws his opponent behind him and fires a shot
    into the air. This might miss who you're throwing, 
    but it's helpful if there's someone coming in from above 
    and behind.
    
    Upwards throw: 7%
    Falco throws his foe upwards and shoots them with the 
    Blaster. Might be the strongest of his throws, but you
    have better.
    
    Downwards throw: 5%
    The best of Falco's throws. It's weak by itself, but 
    you can try to immediately follow it up with a Reflector 
    to get them into the air for free comboing. That's 13%
    right there, which is already a good start. 
    
    
    I'm choosing not to highlight any combos for the time
    being, as you'll be making a LOT of impromptu ones in
    play. I constantly find myself mixing up forward+As, 
    smashes, and the Fire Bird at random to keep my opponents
    in the air and ready for more punishment. Now, if 
    someone or I find some outstanding combo worth 
    mentioning, I'll put 'em in the next version. 
    
    ------------------------------- PUSH THE BUTTON, FALCO .3
    
    
    
    4. REAL TIME VERSUS STRATEGY ----------------------------
    
       Falco is more or less a brawling character, even 
    though I will be recommending blaster abuse in a lot of
    the stages. See, Falco's got pretty good reach and speed
    on his normals. Thus, you'll want to get in close and 
    abuse that. Since Falco is a lightweight, he'll be in
    constant danger at that range. That's why you shouldn't
    let up if you can help it, otherwise you just might go
    flying. 
    
       Falco is blessed with some great juggles to go with
    his better normals. His up+A and down+A are both very
    good combo starters, and his aerial up+A helps tack on
    the damage quickly. If you can land it, the upwards 
    smash does a good job of starting combos too. At low
    damage, chances are you'll be alternating between
    his forward+A, up+A, down+A, reflector, and perhaps
    the Falco Phantasm (though I don't recommend it). 
    At higher damages, try using the spike to get people
    back on the ground ASAP for more abuse. Falco has both 
    a nice ground and air game, so capitalize on it.
    
       Finally, edge guarding. I'll reiterate this left
    and right. His blaster is an AWESOME edge guarding tool.
    Got an opponent off the side? Tag them with the blaster.
    Someone throw one of your opponents off the side? Tag
    them with the blaster in hopes of getting credit for
    the kill. Try to use it only once; every time you zap
    them, they get brought closer to the edge. Ick. If 
    they're close enough to the ledge, use the side smash to
    send them off for good. If someone's already near the 
    edge and in the air underneath you, try that aerial d+A.
    There's a very good chance that they'll get killed. 
    
       Simple, huh? Well, depending on the kind of match,
    that strategy just might need some adjsutments.
    
    
    STOCK BATTLE
    
       Vulturism is to be expected. If you got hot-blooded
    buddies, let them beat on one another a bit before you
    jump in and knock them off. If you want to speed up the
    process, back off and fire several shots to piss them 
    off a bit. Once you think you can knock them off, just
    jump on in and send them flying with your side smash. 
    You don't need to get the kills though; just as long
    as someone other than you dies, it's all good. 
    
       Now, if it's down to just you and another guy, just 
    get in there and brawl them to death. If they're more
    skilled than you in that regard, play it smart and 
    safe. Get them to come to you. Capitalize on their 
    mistakes. Unless they're good with the shield or have
    a reflect move, spam the blaster. If they air dodge at
    a whim, throw something at them and let them air dodge.
    That way, you can easily set up and land an upwards
    or side smash before they land provided you're close
    enough.  
    
       Play it safe and try to conserve your energy. After
    all, Falco's really lightweight and it doesn't take much
    to reinforce that idea in your little birdy brain. 
    
    
    TIME BATTLE
    
       First, check to see what the settings are for SDs.
    If it's on 0, everyone's probably gonna cheat their
    way out of giving up a point and hurl themselves off a
    stage when weak. If it's on -1, feel free to pitch 
    yourself; you'll lose a point, but it's better than both
    losing a point and letting someone get one (that sets
    you behind two points!). It's not honorable, but that's
    why they made... the -2 setting. If it's on there, just
    fight it out regardless.
    
       Now, you have infinite lives (unless this is a timed
    stock battle, ick). What now counts most is if you're 
    the one given credit for the kill. That means if one
    person is struggling to get back on, whip out the blaster
    and fire! You need to get the last hit in. If they make 
    it back, hope that you have the breathing space to land
    a side smash. This is much easier as a one-on-one than 
    in free-for-alls, obviously.
    
       You might also want to consider actually being a 
    part of the "stupid" crowd and beat people up the usual
    way. You can juggle pretty well as Falco, so use it! 
    If someone knocks your target off, just hope you can hit
    with the blaster as said many times before; you need to
    claim the kill! If not, then kick their butt for it. Do
    note that Fox, Zelda, Shiek, and Ness are most annoying 
    at this. If possible, be a human shield to catch all the 
    knives and laser fire meant to hit your soon-fallen foe.
    For Zelda and Ness, just zap 'em with your blaster and 
    their guided moves will stop.  
    
       If you're playing with friends that are fluent in 
    Japanese and have the game set to the Japanese language,
    *maybe* they'll listen to Falco's taunt. Maybe. (For the
    record, it roughly translates to "don't touch my 
    target/prey!" I don't speak Japanese, that's just 
    second-hand info)
       
    
    BONUS BATTLE
    
       Throw out everything you know beforehand. KOs and 
    the like still count, but now you're fighting for the
    highest score via bonuses. For starters, try not to 
    repeat the same moves over and over again or else you'll
    lose 2000 points from Stale Moves. Doesn't sound like 
    much, but they add up.
    
       For Falco, you basically want to stay in the enemy's
    face, juggle them a whole lot, and make sure that you
    don't continually attack the same enemy unless you're
    playing a one-on-one (obviously). Also, don't just jump
    on the foes with high damage, as that will weigh against
    you too.
    
       If you want a list of bonuses so you may formulate
    a plan for what you'll go after and avoid, check out
    DEngel's Bonuses FAQ, which you can find on GameFAQs.
    There's not too much else you need to know for this one.
    
       
    COIN BATTLE 
    
       Kinda like Time Battle, but now you're after the coins
    that constantly pop out of opponents shortly after
    getting hit. Half of your coins disappear when you're 
    KO'd, but same goes for the enemy. The winner is the one
    with the most coins at the end, and doesn't care how much
    they were KO'd. 
    
       For Falco, he doesn't really have too many moves that
    cause coins to gush out of opponents like, say, Jiggly's
    Rest attack. In this case you might want to focus more
    on collecting the coins that came from other peoples'
    attacks rather than your own. Your high jump and fast
    jumping speed can almost ensure you get them before they
    touch the ground, though Falco is not #1 in terms of 
    running. He's still pretty good at that.
    
       You might also want to consider playing it safe and
    not actively jump into danger due to your light weight.
    You'll want to stay close enough so that you can nab
    the coins, as sitting back with the blaster is pretty
    fruitless for both parties (just coppers for them,
    nothing for you). 
    
       If the opportunity for edge guarding comes up 
    against someone with lots of money, do it! You might
    not get their cash, but it's quite fine if they lose
    it. 
    
    
    STAMINA MODE
    
       Good fun. Everyone has 150 HP, kinda like the Master
    Hand. So, how do you whittle them down? The point here is
    to be the last man standing, so it's okay if you don't
    get the "kill." 
    
       If you can, stay out and take pot shots at the start 
    to loosen them up a little. Once (and if) you feel a bit
    more gutsy, try getting in with your ground down+A. It's
    probably your most powerful normal move, and it launches 
    people. Great setup, that down+A. Your forward+A does 
    fine as well.
    
       This might have been a slight glitch, but the more 
    damage one has, the longer they can be held by a grab.
    That means that if you grab someone at less than 30 HP,
    you can knee them for a while to chip off even more
    damage. It's not the fastest way to do it, but it sure is
    one of the cheapest. 
    
       There's not really much to it. Since the distance 
    people fly never changes unless someone's metal, giant, 
    or tiny, you combo types will love this. One time I 
    continually bounced Link off the wall until he died; 
    there was practically nothing he could do about it. 
    
    
    SUPER SUDDEN DEATH
    
       Falco isn't good in Sudden Death due to a lack of
    easy-to-land power hits. Comes as no surprise that he's 
    not good at the Super version. Your best bet would be 
    the down+A, or perhaps your Falco Phantasm to set someone
    up for a move that WILL kill them. Just don't make a 
    mistake or you're, uh, dead. Yeah. These won't take long,
    so you probably don't need much here.
       
    
    GIANT/TINY MELEE
    
       For the former, those who rely on melee strikes will
    rule. The latter favors the projectile goers a bit more.
    For some reason, Falco's blaster doesn't change sizes 
    with him unlike the swordsmen's weapons. 
    
       For Giant Melee, your Blaster won't have too hard of
    a time zapping any of the goliaths, and Falco's nice
    reach helps you out against, say, Mewtwo. That there's
    a tiny ball o' fire. The projectiles seem smaller, but
    they can still pack a punch. Just remember to fire up
    your Deflector. Also note that transportation moves 
    (your Falco Phantasm and Fire Bird) don't go NEARLY as
    far. Past these strange discrepencies in projectile 
    sizes, the usual applies.
    
       Tiny Melee turns it all around. It might've been made
    with the DBZ people in mind - annoying voices and really
    big balls (don't take this out of context please). The
    good news is that Falco's Deflector still works in 
    warding those things, AND the Falco Phantasm goes the 
    same distance as it would have if Falco were in his
    normal size. This basically means he's really good here.
    Your only discrepency will be your short, short limbs
    versus everyone else's short, short limbs (except for
    the swordsmen, who get short swords to capitalize on
    your short, short limbs; nothing new there). 
    
       Give them both a try for laughs. Set the language on
    Japanese and taunt in Tiny Melee for hours of amusement.
    
    
    INVISIBLE MELEE 
    
       Slippy insisted that you used his cloaking device. 
    For most characters, there are a lot of things that give
    away your position (not including your name, if you use
    it; then it's not Invisible Melee any more!). 
    
       If Falco pulls out the Blaster, it'll be in plain
    sight. If he does the Falco Phantasm, you'll be able
    to perfectly see where he is and where he went to.
    Deflector? Oh yeah. It does take away quite a bit of 
    anonymity, so this isn't one of his better ones at all.
    Everyone does flicker every now and then, but in Falco's
    case he tends to lift that veil way too often.
    
       The only real strategy I could think of is to lure
    someone over to you by revealing where you are. Once you
    think they're close, let loose with your forward+A or 
    your down+A. You know, stuff like that. 
    
       I could give you a better strategy if I played this
    more. Next time.
    
    
    SINGLE-BUTTON MODE
    
       All you get are your A button attacks, and you have 
    to use the stick to jump. Err, okay.
    
       Let's see... no blaster, no quick dash, no real
    recovery, no conventional item throwing... but your A 
    moves are pretty good, so you should do just fine in that
    regard.
    
       In Falco's case, your best moves are still the 
    forward+A and down+A. Due to no throws and special moves,
    your up+A can act as your main launcher if you please. It
    sets up your aerial down+A very nicely. 
    
       While you have no chance against the likes of Yoshi or
    maybe even Peach here, Falco should be able to hold his
    own until someone decides to smash him off. Then you're
    probably dead for sure. Kind of like SSB64 Link, I guess. 
    
    
    LIGHTNING/SLO-MO MELEE
    
       Tried stuff out for size? How about passage of time?
    Double the speed, or slow it to a crawl? 
    
       On the faster path, the speedier people get faster
    and the slower guys seem like their weaknesses are 
    eradicated until they get assaulted by the faster 
    buggers. Falco would be a "speedier" person. Just watch
    his fall speed. If you're not paying attention you'll
    fall faster than your reflexes would notice. Not good. 
    Mashing buttons is to be expected, as would be abuse of
    smaller moves. Liberal abuse of the Falco Phantasm yields
    results, and your blaster almost becomes rapid-fire. 
    Once everyone adjusts to the speed increase, play it like
    normal.
    
       The slower path is kinda... dull, but Matrix-esque.
    If you're into that, good for you. I'm not. The slow 
    become slower and the fast become just as slow. It's 
    easier to react to things, but it seems more difficult
    to dodge due to the slower speeds characters do stuff.
    Since projectiles probably won't be used, stick to 
    brawling it out. Your deflector is still quite fast, so
    if you're close enough you can fire it up for a launch 
    and a free 8 points of damage (non-refundable). Stick to
    your quicker, weaker attacks and use your down+A to 
    finish people off once they're at high damage. 
    
       Just wait 'till the next game, if there is going to
    be one. I bet they'll find a way to make things totally
    unplayable. Heh, 8x speed. I fear. 
    
    
    TEAMWORK
    
       Falco doesn't like playing as a teammate. He's not
    too bad at that though. If you have friendly fire on
    in addition to having a friend that's excellent at
    catching, use your Deflector to rig up any thrown item
    you like, especially Mr. Saturns. Hoo boy. Things get
    messy when you have a souped-up Saturn ready to go. 
    
    I listed some fun teamwork things you can do.
    
    - Coin battles. Position a friend behind the enemy.
    Whip out the blaster. Fire. Your friend will be ready
    to catch the two or three copper coins that fly out.
    Not very economical, but it's something.  
    - Two Falcos can have some fun. One uses the Deflector
    to send someone up, the other can use his down+A to 
    send them back down. Now, the victim will move to the 
    left or right a little between volleys, but with 
    practice this is a pretty good combo here. 
    - Two Falcos again. Blaster spam. Try this on the last
    remaining guy for hours of annoyance. 
    
    I'll post up more if you guys can come up with some fun
    teamwork combos. I'm not too imaginative in that 
    category.
       
    ---------------------------- REAL TIME VERSUS STRATEGY .4
    
    
    
    5. STAGE FIGHT ------------------------------------------
    
    Ah, yes. Stage-specific strategies. They're listed in 
    alphabetic order, starting with the Battlefield and 
    ending with Yoshi's Story. 
    
    BATTLEFIELD
    Kinda small stage with three platforms arranged in a
    triangle above the main platform. In Falco's case, that
    means you get to constantly swoop up and down on your
    friends and foes alike. If you can do star KOs, that'd
    probably be for the best since the side boundaries are
    lenient. It's all about your skill here, so just hop 
    to it and do your best.
    
    BIG BLUE
    You've got the jumps to dance between F-Zero machines. 
    You've got a decently powerful side smash. And, once you
    get really good, the Falco Phantasm makes for a stylish
    way of getting places. Aside from the constant threat
    of hitting the track and not making it back on, it's a
    good level for you. Since the track threat is trouble
    for anybody, try sticking towards the middle, leaning
    a bit to the left. This way you have both breathing 
    room and the ability to maximize the potential of your
    side smash. 
    
    BRINSTAR
    You can break the floor apart, and there's acid. Since
    you have the game's fastest spike, you can abuse this by
    sending aerial opponents into the drink. Past that,
    the map is pretty standard fare. The boundaries on 
    both the sides and the ceiling are very lenient, so 
    you'll really need to build up damage before you can 
    kill off someone. 
    
    BRINSTAR DEPTHS
    Falco's good first jump is a serious help here. There's
    not a lot of places you can hang on for dear life to, 
    so a good jump is key to winning. If someone is camping
    out at the bottom while waiting for you to follow, just
    wait for Kraid to spin the stage 'till it's easier to 
    get to them. Up near the top, try abusing your down+A,
    aerial up+A, and upwards smash to send people into the
    distance (the KO ceiling is pretty low). Not much of a
    problem for you.
    
    CORNERIA
    Obvious problem? Very few opportunities to pop up and 
    strike people with your up+A, even less to spike them.
    Uneven ground also makes blaster abuse difficult. 
    Despite being one of his home stages, this one just 
    doesn't suit Falco very well. It's not that bad though;
    you can bounce people off the fin with your down+A or
    smashes or what have you for some fun rebounding KO
    action. Thus, try to keep the fights there unless
    you're not too confident with the current situation.
    
    DREAM LAND N64
    Seems a little larger than last time. You should know
    the drill by now. Even ground and the platform 
    arrangement is very good for Falco's antics, even
    though you can't stand from one of the side platforms
    and Falco Phantasm to the other without jumping towards
    it first. Feel free to treat this like a more spacious
    Battlefield. Whispy Woods' blowing doesn't really
    affect much at all. 
    
    FINAL DESTINATION
    Big ol' flat ground. No platforms to jump up to and
    use your up+A on. There isn't much to say, except to 
    abuse your side and/or downward smashes. The vertical 
    KO ceiling seems pretty lenient anyway. It's all skill,
    until someone loses an eye. Or something.
    
    FLAT ZONE
    It's way easy to get knocked out of here because the
    boundaries are so small. Then you have the tools. Fun.
    Abuse side smashes, and keep to the center as much as
    humanly possible. You can also conceivably juggle people
    above you off the screen easily too if they're at a 
    high enough percent, so experiment with that idea while
    avoiding the tools (more annoying than you'd think), 
    and you should make it out of here the victor. 
    
    FOUNTAIN OF DREAMS
    Simple level with... uh... ascending and descending
    platforms. Oh wow. Well, they can help or hinder 
    depending on what you're trying to do. Even ground helps
    to keep your comboing act running smoothly. Not much
    else to say here, 'cept it looks neat. 
    
    FOURSIDE
    Falco can wall jump. That means if you get knocked 
    down a pit that rests between two buildings, just jump
    back and forth to get back up. On the same token, you
    can pretty much abuse the aerial down+A freely if you're
    above those gaps, so it's one of Falco's best. This 
    place is quite spacious, but not very even (makes it 
    difficult to edge guard with the blaster sometimes).
    The only real places to pop up and strike with your
    aerial up and A include the wooden platform to the left
    end, and the UFOs.  
    
    GREAT BAY
    First thing you should know. You know those little 
    platforms underneath the main one? You can freely use 
    your side B to easily transport yourself between them
    when things just aren't looking good. That easily gives
    you a mobility advantage over most other characters
    here, so Falco likes this level. It's also easy to 
    knock people off the left side, which complements his
    powerful side smash (but that also applies to you!). 
    Past that it's a real close-quarters fighting map for
    you. Be prepared to jump off the turtle when he 
    prepares to submerge, and by all means try not to use
    your third jump to land on top of it. Sometimes he
    just sinks without warning; you can imagine how grumpy
    Falco will be when he gets all wet after missing the
    boat. 
    
    GREEN GREENS
    I'm not sure if I like it or not. However, you can be
    really nasty by staying on one side and shooting the
    stack of blocks with the intent of setting off one of
    the bombs should that tickle your fancy. As that 
    suggests, try to take the fights off to the sidelines 
    so you can (hopefully) dispose of the enemy easily.
    Not much else can be said. 
    
    ICICLE MOUNTAIN
    Since Falco has the highest single jump in the game, 
    I guess you can say that this is one of his better 
    levels too. He has no trouble keeping up with the stage
    should it decide to scroll up, just be careful not to 
    hurl yourself off the top. Also, please don't get the
    Bunny Hoods. You seriously don't need them. This counts
    double where you can easily just hurl yourself off the
    top of the screen (that's how Falco got the nickname
    "Ballerina Rocket" here... got bunny hood, taunted,
    jumped and went flying). Since the side boundaries
    are small, use side smashes to your heart's content.
    
    JUNGLE JAPES
    I don't mind this stage much, it's just boring. The 
    center platform is really the only place you can jump
    down from below and harass your enemy, and spiking is
    risky since the cutoff limit before you're KO'd at
    the bottom is pretty strict. Very little stops Falco
    from sniping with his Blaster (if you want to), so 
    I guess credit can be given for that. Just not one of 
    those Falco places. 
    
    KINGDOM 
    Very few characters like this level. Falco is not one
    of them. Aside from weighing people on the scales, this
    just doesn't compare to the N64 Mushroom Kingdom. 
    Nostalgia aside, it's hard to knock people anywhere due
    to the bricks, and it's even a little more difficult to
    pop up from below (Falco's favorite position) because of
    them. If the fight takes place on the same layer though,
    have a blast with side smashes. 
    
    KINGDOM II
    Show of hands. Who doesn't wait for their opponent to 
    try to play at the sides before moving in for a quick
    kill? That's just what you'd want to do here as Falco
    (or anyone for that matter). You can also deflect those
    eggs for fun if you'd like, but they're already weak in
    the first place. Since Falco has such a high jump, you
    can also try spiking anybody down the two narrow shafts
    when they jump towards your side of the field. Lots of
    fun cheap stuff to be had here, so you might as well use
    them.
    
    KONGO JUNGLE
    Ignore the DK Rap. You've got more important things to
    cringe about. Namely, you don't get to edge guard with
    the Blaster as well as you'd like to due to a rock over
    on the right, and that little barrel cannon that will
    sometimes catch people on the left. You can use the
    side+B to go between the center-level platforms if 
    you need to, and side smashing proves very effective.
    If you're all fighting near the top, go on and try 
    to send them into the sky with your up smash, or 
    perhaps a down+A. Feel free to try and spike off the
    left side if you want. 
    
    KONGO JUNGLE N64
    HAL revived all the unpopular SSB stages, probably
    as a message that reads "you people haven't had enough
    of these yet!" In Falco's case, this isn't really
    a bad level. Several platforms allow you to pop up
    from below to deliver your fun aerial up and A. If 
    you get knocked off the platform and you end up
    underneath it with your third jump ready, aim your
    Fire Bird upward and hope to catch someone off guard. 
    If someone gets in the barrel, just anticipate where
    they'll pop up, and greet them with your aerial up
    and A. That'll get 'em. 
    
    MUTE CITY
    Okay... the battlefield varies where you're fighting,
    but you'll spend a great deal of time on a small 
    platform with little breathing room. Claim one side of
    the platform right away, and send people on their way
    with side or down smashes. When the platform drops you
    off, stick towards the center and do your best to see
    to it that when it comes back, your opponents won't be
    on it. They'll take some damage while you gloat to 
    your next destination. The cars aren't much of a 
    problem unless you're a at a high damage/handicap, so
    don't worry. Pretty fun level, just you don't get much
    space to do what Falco would normally want to do. 
    
    ONETT
    Lots of platforms. Plenty of ways for you to sneak in
    and out. Veeerrry nice. It's hard to side smash people
    out unless you're already near the edges, but that's 
    okay. This is juggle heaven until the awnings come down. 
    But they'll magically reappear almost instantly, so you
    won't be feeling withdrawal for too long. Watch out for
    the cars! You can try spiking people into the line of
    danger if you want to, or you can just get outta there.
    Don't try to deflect them, 'cause you can't. Not quite
    sure what would give anybody that idea, though.  
    
    POKéMON STADIUM
    Flat, open area until it turns into things. But it's
    usually in the "normal" phase, so I'll just cover that.
    Basically you get plenty of room to brawl, juggle, 
    shoot laser fire, and make noise. No complaints there.
    Abuse side smashes whenever you can, since the vertical
    KO ceiling is pretty high and difficult to utilize 
    unless someone's already at very high damage. Not much
    to it, though in the "Rock" and "Plant" phases you
    could conceivably keep bouncing people off the big
    wall-like structures for a good time. 
    
    POKé FLOATS
    I HATE CEL SHADING. Ahem. Even with just two people, 
    this place gets crowded pretty quickly. Since Falco has
    such air dominance, it comes as no surprise that he's 
    good here. You've got plenty of places to spike, and
    later on you also have many areas to jump up and whack
    someone silly with your aerial up and A. Makeshift 
    juggling walls come and go, so abuse them while 
    they're still there. Blaster abuse isn't really 
    necessary nor is it totally possible in most cases. 
    As with all scrolling levels, you can opt to just camp
    over to the side and knock people away with your side
    smash. Up to you. 
    
    PRINCESS PEACH'S CASTLE
    This is a great level for Falco. Platforms appear out
    of nowhere and often give you means to strike people
    from below, in addition to that big pillar in the 
    center in which you can trap people with and juggle
    them. Say, is that a giant bullet bill? If you can
    knock someone into it, by all means do! Blaster abuse
    can come into play if you're near the edge, but due
    to the slopes on either side it's almost strictly
    edge-guarding only (like it should be). 
    
    RAINBOW CRUISE
    Falco takes a break and lets someone else fly a ship.
    Then these punks show up. While you're on the ship,
    there's not much for Falco to enjoy. Tight spacing makes
    for some fun brawls, but there's not much that'd allow 
    you to work your magic. Then the ship crashes, and you
    get to utilize your best. Blaster spamming, spiking, 
    juggling, it's all there. And when the camera takes a
    sharp dive down back to another ship, Falco will often
    be the first person back. Take this time to set up
    whatever nasty thing you have in mind. Great fun for
    anyone. If you're feeling nasty, just get your opponent 
    to the edges of the level and use your side smash.
    
    TEMPLE
    Really big level. Really big and intimidating level.
    In free-for-alls, you'll often find yourself trying to
    chase after where the action goes (unless you ARE the
    said action). Falco's running speed isn't the best, so
    sometimes you'll just be playing lots of catch-up. 
    Once you're a part of the fray, focus exclusively on 
    knocking people off to the sides. If you're in that
    little tunnel, try to pop someone out to the upper 
    level as opposed to the lower one so you have a better
    overall chance of star KOing them (easier to do in a 
    place this large anyway). Persevere and try not to 
    let up. You might want to forego blaster abuse due to
    all that empty space people have to do as they please.
    
    VENOM
    Uneven ground almost completely eliminates any hope of 
    Blaster abuse, as this seemed to be made with Falco's
    poor recoveries in mind. The lower wing is basically
    positioned so that if you're knocked up high but can't
    make it back to the fight, you still might be able to
    grab that lower wing. As such, try to keep the fight 
    down near the bottom so that people can't easily recover.
    If you're fighting on the top wings, you can move to the
    center and tag people on the other side of the center fin
    with your side smash (but so can many others). All in
    all, not too bad a stage. 
    
    YOSHI'S ISLAND
    Not very good for you... mostly. The slopes make it a 
    little difficult to side smash people to death, but 
    easier to send people rocketing into the stratosphere. 
    Spiking is practically nonexistant as well. Even worse,
    it's almost impossible to edge guard with the blaster. 
    Again, try to keep the fights towards the side so you
    can down+A/aerial up+A or upwards smash your foes to
    oblivion.
    
    YOSHI'S ISLAND N64
    This is not where you want to be. Let's see... sure, you
    get room to hit people from below, but the ground is 
    uneven and edge guarding is almost completely futile due
    to the clouds. Try to knock people off to the left, as 
    the boundaries are pretty small. I guess it's not a 
    total loss, but you can't use Falco to his full
    potential. This stage also seems larger than it was on
    the N64. 
    
    YOSHI'S STORY
    Another standard fare level. Three platforms, (mostly)
    flat surface... well, sometimes little cloud platforms
    appear off the side and go along a little path barely
    visible from the cliffs, which can sometimes foil your
    edge guarding evilness. Past that, you know the drill!
    Pop up from underneath and abuse the side smashes as
    much as possible. 
    
    ------------------------------------------ STAGE FIGHT .5
    
    
    6. FALCO VS. RANDOM FRANCHISE 3 -------------------------
    
    Alphabetical order, again. I'm starting with Bowser and
    ending with Zelda. Yes, Shiek and Zelda are listed 
    seperately. Deal with it. 
    
    
    BOWSER
    Big and slow. Decent reach and the game's most powerful
    smash attack, so you'd want to stay on your toes. 
    Throwing Blaster fire here and there yields good results,
    and when he whips out the fire breath just jump on in and
    start abusing your forward+A and down+A. Juggling him is
    easy, but beware his Bowser Bomb (down+B), for it'll 
    hurt and easily outprioritizes a lot of your stuff. Just
    sidestep it and continue the punishment when he lands. If
    he's not given any breathing room, it's a breeze. 
    
    CAPTAIN FALCON (aka Cap'n Eff)
    Big on pressure, and I'm quite sure he can outpoke you.
    From mid-range, he might instinctively try to Falcon Kick
    or Raptor Boost you, so peg him with some Blaster shots.
    If he tries to Falcon Punch, just punish the guy. Up 
    close, try your down+A to see Eff off. He's pretty easy
    to edge guard due to a poor third jump; just get your
    side smash ready. If he tries to use his up+B to get
    back though, you might wanna stay away until he lands
    (if he can). It has insane priority and gives him the
    opportunity to use it again, almost guaranteeing a 
    comeback. 
    
    DONKEY KONG
    You're faster than he is, but he has really good range
    and power. A difficult fight. DK isn't really that good
    of a jump-in character though. If he tries, you know
    he's either going to use a) the Giant Punch, b) the
    headbutt, or c) his aerial down+A, a fast meteor strike.
    Your jump is higher, so get above him and drill him back
    down. On the ground, it's not so simple. Alternate 
    between Blaster peggings and the Falco Phantasm. When
    close enough, down+A. Forward+A can be risky since I've
    been constantly grabbed out of it. Juggle freely once
    he's launched. Lots of novice DKs like his down + B, but
    now he can't combo it unless you mess with the handicap
    and/or damage settings, so try not to worry; a blaster
    shot will do. 
    
    DR. MARIO
    I don't have too many problems with him. On the ground,
    keep pegging him with forward+As and down+As, as they 
    have more range than most of the things he does. His
    pills aren't a problem, just call up the Deflector to
    send them back. Sure, his throws are strong, but if
    you keep up the pressure he won't have a chance to do
    much. Just be wary that in the air, his uppercut has
    a *lot* of priority. He might also sweep the sheet every
    now and then (his side and B). If his player is fond of 
    abusing this, foil it with your down smash, which hits on
    both sides. The down+B doesn't have a whole lot of 
    priority, but if you want to play it safe just shoot him
    out of it. 
    
    FALCO
    Mirror match. Can't say much. May the best Falco win.
    
    FOX
    Nasty fight. Fox is faster than you, but you have more
    range. Take advantage of this with your forward+A, and
    do your damned best to roll like a moron if he's really
    on the offensive. Deflect his blaster fire and he'll 
    take a little bit of much-needed damage. In the case
    the fight goes to the air, prepare to land an aerial
    down+A - it has pretty good priority almost over 
    everything Fox does, but don't get cocky. I've yet to
    play an expert Fox anyway, so chances are you guys know
    something I don't. Mail away. 
    
    GANONDORF
    Kinda predictable, but don't underestimate him. He's got
    a reach advantage over you, and even his quickest, 
    weakest attack can send you flying. If you feel confident
    you can try going into the fray with your forward+A and
    down+A, or maybe shoot him once or twice. Many Ganondorfs
    are fond of his up+B; try to fake him out by messing with
    your jump trajectories. Feint a jump-in, turn around and
    do the Falco Phantasm when you think he's gonna try it. 
    Now he's vulnearable. Get whacking. I'll try and come up
    with a better strat later, 'cause a pro Ganondorf is 
    something for you to worry about. 
    
    GIGA BOWSER
    I decided to toss him in for good measure. The Event 51
    one is pretty wimpy outside of getting backup from 
    Ganondorf and Mewtwo, but we're not worrying about that.
    The Adventure Mode one is the guy I'm covering. Guess 
    what? He's dumb. You can just keep pegging him with 
    blaster shots. He won't put up his shield at all, and you
    can knock him off whenever you feel it's time to. This 
    guy is an absolute joke for Falco. 
    
    ICE CLIMBERS
    Don't bother deflecting the ice shot unless only one 
    comes at you; otherwise the one you deflect will cancel
    out the other one coming in. It's an exercise in 
    futility. The blizzard's small startup can keep Falco 
    from just getting in there with the usual forward+A and 
    down+A stuff, so instead opt to strike with a Falco 
    Phantasm to start things. Once you're in their range, do 
    the usual I suggest and don't let up. Their smashes are 
    strong. However, if you're in their face(s) then they 
    won't have the room to use it. In the air, just try to 
    spike them back down with your down+A. Standard fare, 
    just forego throws unless there's only one left. 
    
    JIGGLYPUFF
    First thing to know: she can combo the Screw Attack with
    her Rest. Either turn the item off, or make sure she 
    dosn't get it. Past that, you have much higher air 
    priority. On the ground you can constantly keep her at 
    bay with your forward+A and down+A. Gotta love those 
    normals. If she goes on the offensive by jumping in, get 
    above her and spike her back down. Continue doing that 
    thang with your smashes and such. She's not a total 
    pushover, just remember to never let her get clsoe enough
    to pull off Rest. Her Pound (side B) may be annoying, but
    if you learn to anticipate it... that's all there is.  
    
    KIRBY
    Can be annoying. Trying to attack him from the front
    may prove fruitless, as he can just suck you in. Try it.
    Have him suck at the air, and attack with forward + B.
    He'll swallow you and gain your Blaster and an insulting
    take on your mug. However! If he takes your power, he 
    won't be able to suck again 'till it's gone. That's key. 
    Deflect the Blaster shots and/or his Final Cutter beam,
    and try to keep moving in with forward+As and down+As if
    possible. Try not to juggle too much since Kirby's down+B
    can really hurt. Just dodge, pick up, and throw. Better 
    yet, prepare a side smash for when he reverts. Just play 
    it safe with him and you'll be okay.  
    
    LINK
    Argh. Overpowered. His shield probably does protect
    him from Blaster fire if he stands still, so try that
    only if he's preparing an arrow or moving or whatever.
    Now, on the offense it's hard to get inside. If he 
    abuses the spin slash, jump up and slow your descent with
    the deflector so that you land just as he finishes. 
    Punish from there with your forward+A and down+A. Try not
    to juggle him too much; that downwards stab is annoying
    and probably will kill you. If he tries his two-part 
    side smash, try to roll past him so that the second will
    miss and thus be left vulnerable. It's more or less a 
    counter game, and he needs to act first. At least you can
    deflect the stuff he tosses at you...
    
    LUIGI
    If there's a fan, don't let him get it. It's by far and
    wide his favorite item. He can do some evil with the 
    Screw Attack, but it's inconsistent. If you're unsure, 
    toss it out of the ring too. Now, with that out of the 
    way, try to zone him out with forward+As and down+As so 
    that he can't do his up+B effectively. Keep in mind that
    his range is about equal to yours; he might try the
    same thing. Yours is faster, but it's hard to stop him 
    when he gets into the rhythm. If so, start rolling in 
    hopes of being able to catch him. Try to dodge his Green 
    Missile if humanly possible, it's a lot stronger than it
    looks... ESPECIALLY on a misfire. His fireball is crap 
    and easily deflected, and you shouldn't have to worry
    much about his spin punch thing either. 
    
    MARIO
    About the same tactics as with Dr. Mario. Sure, they
    play differently. Just the method of dealing with them
    appears to be about the same, only Mario's swifter. 
    
    MARTH
    I was a devout Marth player. Let me tell you, he's 
    harder than Roy for Falco to deal with. Good range AND
    speed, nullifying whatever Falco had on him. Tough to
    juggle too, with his unofficial meteor strike (the aerial
    down + A). Add the long-lasting Counter to his moveset
    and you're in for it! Fortunately, it's not hopeless.
    Be unpredictable. Try to roll and grab him if you can, 
    since he's vulnerable to that tactic. Unsavory, but hey.
    A good Marth player *will* have that counter ready for
    almost anything you do, especially in the air. So, wait
    for him to whiff it before you do anything. Fortunately
    his horizontal recovery is weak, so you can edge guard 
    him. He might come back with all those forward+Bs, but
    he'll probably have a lot more damage in which to count
    against him when you land that side smash.
    
    MEWTWO
    I've seen him use his down and B to stop the Falco
    Phantasm. If his player is very attentive, then don't
    try it or the Blaster. If he likes to abuse the down and
    B period, warm up your deflector. Mewtwo will put himself
    to sleep. Beat him up. In any other case, you'll have to 
    beat him in the air or from behind. His aerial forward+A 
    is strong, but your first jump is faster and gets more 
    height; spike him back down. On the ground he doesn't 
    have much for people coming from behind, but his roll is 
    tops. Just try to call your shots carefully, throwing in 
    forward+A and down+A for good measure. Difficult match if
    the Mewtwo player is really good. 
    
    MR. GAME AND WATCH
    Not terribly good in the mid-range game, but you can't
    really hope to harass him with your Blaster because of
    his bucket move. You can't deflect the bucket attack
    either, so the best idea would be to forget the Blaster
    altogether. Instead, continually harass him with (get
    ready for this) forward+As and down+As. If you get him
    in the air, beware his rather high-priority aerial 
    attacks. Juggle him only if you think you can pull it
    off without getting whacked. If he does his aerial down+A
    he'll have a recovery delay anyway, so that's your
    cue to kick his butt. Beware the frying pan, down+A (just
    as scary as yours!) and his judgement moves. They're 
    faster than they look and can easily turn the tide of the
    match really quickly. 
    
    NESS
    Slow, but he'll take to the air a lot. He can absorb your
    Blaster fire for health, so that's out of the question.
    With strong aerial moves and an excellent side smash,
    you've got your work cut out for you. Keep close to him
    and he'll be using a lot of PK Fires, side smashes, and 
    perhaps even some dashing attacks. Deflect the PK Fire if
    you're close enough, and try to Falco Phantasm through
    the rest if you feel lucky. In the air, you don't have a
    whole lot on him. You can try the up+A from underneath
    since Ness' spike is slow, but this is assuming the
    player doesn't know how to time it correctly. 
    
    PEACH
    Don't let her poor voice acting make you get the wrong 
    idea. She learned something through the years. Deflect
    the vegetables for one; they'll eventually add up on her.
    The CPU does that often without a second thought. I can't
    comment on her normals past her stock A since I don't see
    her use too much else in that category, and hers is a 
    good poking tool. Try to use the down+A instead of your
    forward+A here. Her exploding hip attack should be slow
    and easy to avoid, but it often comes out of nowhere by
    CPU and players alike, so you have to be on your toes. 
    In terms of recovery she's one of the absolute best, so
    edge guarding her is almost a guaranteed wasted effort.
    Stick to beating her off the old-fashioned way. In other
    words, prepare that side smash. 
    
    PICHU
    A more dangerous Pikachu, with less range. That can work
    against him. Your forward+A and down+A should have more 
    reach than what he has to dish out, but beware getting
    into his side smash. It WILL hurt. Maybe not in damage, 
    but it sends you pretty far if it fully hits. Falco is
    lightweight. Avoid it. Match all Skull Bash attempts with
    your Blaster, and perhaps throw in a Falco Phantasm here
    and there. Deflect any thunder balls coming at you, and
    avoid getting above him. Instead, try to knock him up and
    keep attacking with aerial up+As to keep juggling the 
    poor guy. Just remember to back off if he calls the 
    thunder, as its damage adds up fast. He's the lightest
    character in the game, yes, but he's pretty freakin' 
    strong. So play it safe against the pros. 
    
    PIKACHU
    He's not as menacing as his infant form, but that doesn't
    mean he's helpless. Oh, no. He has annoying long-range
    smashes, good comboability and speed, and perhaps one of
    the most annoying voices in the game. Right then. You 
    still have a small range advantage, so get to it with
    forward+As and down+As. You can juggle him freely from
    below, but don't come at him from above unless you want
    to be fried chicken tonight. Mmm, spicy Falco wings. 
    Tag him with Blaster shots if he's overly fond of the
    Skull Bash. His recovery is pretty good, but hopefully
    he'll overshoot the edge and you'll be ready to toss him
    back off. 
    
    ROY
    The current scrub favorite, but he's not invincible! Oh
    no. His ground game is awesome and thus you shouldn't 
    really even try from there. Peg him with blaster fire
    from about midrange, maybe try a Falco Phantasm every
    now and then (no guarantees though). Try jumping in to
    lure him into doing his upwards smash or his up+B, then
    air dodge. You'll probably land before him. Punish. 
    Watch out for the Roy players that know their Counters
    well though; those guys are the kind you'll want to 
    resort to throwing with. It's a tough fight against a 
    pro, but just annoying with a novice. 
    
    SAMUS
    Bloody wench. Er. Well, if she's being played by the
    projectile happy, the deflector's got your back. That's
    not why she's difficult. She's got reach over you. I'm
    quite sure her down+A is faster than yours, and she likes
    to throw you out of your Falco Phantasm (deserverdly so).
    You could try to annoy her with the Blaster if you want, 
    or you can jump in. She'll either do her screw attack or 
    her weak up smash. For the former, you'll land before her
    even if the screw attack hits in full; punish away! For
    the latter, just perfect your air dodge for that special
    moment. The moment you do have her in pain, don't let
    up. At all. You DON'T want her to take back control of 
    the fight! 
    
    SHIEK
    She's fast, and she might have a reach advantage over
    you. Gulp. Well, worry not. If she likes to sit back and 
    toss needle things, that's what your Deflector is for! 
    I see that she loves to abuse her powerful up smash and
    the whip, but the latter can be stopped with a simple
    Blaster shot. For the former, delay your fall with the
    Deflector to throw her off, then come down swinging. 
    Even with slightly shorter reach, your side smash seems
    to outprioritize hers, so throw it out when you think 
    it's time to deport her back to wherever she needs to be.
    
    YOSHI
    Everyone underrates him. I'd know, I'm a Yoshi player
    myself. He has an annoying throw combo, an excellent
    projectile (deflect it, you might hit him if you're 
    coming in from above), great power, an excellent second 
    jump that can shrug off blows... you're in for it. Very 
    few weaknesses, if any. If he's not tongue-happy, you can
    try to Falco Phantasm him as a starter, or delay a
    jump-in with the deflector. After he does whatever he's
    going to try, drop in and mess him up. It's tough to
    juggle him since his butt splash has extreme priority
    and pretty good damage. As for his second jump, well...
    don't expect to stop him with Blaster fire. You have to
    knock him off fair and square. Prepare side smashes 
    whenever a moment of vulnearability arises, and good
    luck. I can't help you much here. 
    
    YOUNG LINK
    Less range than normal Link makes him less annoying to
    approach, but he's still quite difficult in the right 
    hands. Even then, he's not as large of a threat to Falco.
    Same rules generally apply, but he relies more on 
    projectiles. Fox and Falco are good against that. He's
    lighter than Link, so it won't take nearly as much to
    get rid of the pest. Just remember he keeps grudges and
    will want revenge seven years from now. 
    
    ZELDA
    She's on the slow side, but her A attacks seem fast 
    enough. You can't deflect her guided fireball thingy,
    and she can deflect your Blaster fire (only if she's
    not doing anything else, so fire away). Doing lots of
    Falco Phantasms can help. Once you're in the range,
    try juggling her with your down+A and aerial up+A. 
    Jumping at her with your down+A might be trouble, she
    keeps exploding me out of it. Can be really easy or 
    really hard, depending on the skill of the player.
    
    
    ------------------------- FALCO VS. RANDOM FRANCHISE 3 .6
    
    
    7. FALCO'S BIRTHDAY WISHLIST ---------------------------- 
    
    Unless you've been arsed to turn them off, you'll find 
    random toys and trinkets tossed here and there. So, what
    should you think about getting Falco? I'll also include
    any special tricks I know with it.
    
    FOOD
    Recovers a little health. Every little bit helps, you
    know! I think it ranges from 3% to 12%, depending on the
    food item. Whatever. If you see one, grab it! You can 
    grab any recovery item even if you're already holding a
    weapon.
    
    MAXIM TOMATO
    Takes off 50% damage. Nice.
    
    HEART CONTAINER
    Be extra-sure to snatch this from the air in case you're
    facing people who don't know how to grab items in the 
    air. Takes off 100% damage. 
    
    WARP STAR
    ...Run for cover. If someone gets this before you, hide
    under a platform and you'll be okay. If you get it, keep
    in mind that this is unblockable AND you can steer this
    a bit to the left or right, but be careful not to go off
    the edge. Awesome item overall. Remember, you can grab it
    from the air.
    
    RAY GUN
    About the same fire rate as Falco's blaster, minus any
    startup and a little more damage. I suppose it's good if
    you want that. It also gives you something to throw, 
    which isn't a bad deal in itself. 
    
    SUPER SCOPE
    Multi-fire annoyance weapon, or a fully-charged piece of
    hell. Against pro players you won't land either one much,
    so stick to edge guarding with this. Alternately, it also
    gives you another thing to throw. Against someone with a 
    deflecting skill, fire from the opposite side of the 
    battlefield and prepare your Deflector to catch it.
    If the two of you keep bouncing this back and forth, his
    reflect move will bust on him first and you'll nail him
    for sure when you send it back one more time (which'll 
    also stun you). Hooray! 
    
    FIRE FLOWER
    It's not as easy to juggle someone against a wall with
    this thing, but every little bit helps with its good 
    range and rate of fire. If you can sneak in a few hits or
    want to edge guard with it, go for it. 
    
    LIP'S STICK
    Not much range. Just keep hitting people with it to make
    the damage climb. Or you can simply throw it. Every 
    little bit helps in the end, so don't toss this 
    immediately. If you have nothing else, Falco can do fine
    with this. 
    
    STAR ROD
    A Falco favorite for sure. Powerful, has a projectile 
    tacked on, and if you toss it the enemy will fall at a
    low arc, often killing them if they're at a high enough
    damage level. Very good to have. Feel free to deflect
    any stars that come your way too. 
    
    BEAM SWORD
    Falco's beam sword length appears to be one of the longer
    ones, but I can't really say. Aside from his poor dash A
    thrust, it's all good for range and annoyance. Its power
    has been degraded from SSB, but it's not that bad.
    
    HOME RUN BAT
    Mediocre weapon until you perform a smash, but still 
    slow. For Falco, his swing seems pretty mundane. There 
    can be some edge guarding fun to be had here if you're
    good though. On top of that, it's an okay throwing 
    weapon. 
    
    FAN
    Fast weapon that's weak, but obliterates shields in a
    heartbeat and sends people straight up if hit by it 
    when it's thrown. Against pros that can't help but 
    shield, this is awesome. Luigi wants this more than you
    do since he can combo it into his up+B, so you might as
    well get it before he does. 
    
    HAMMER
    When you have the Hammer, you only get one jump. Falco's
    first jump is awesome. That means it's harder to run from
    him since he can jump over lots of obstacles in a single
    bound. Just be careful that the head doesn't fall off; if
    it does, you're a sitting duck. 
    
    GREEN SHELL
    You toss it and people go flying. Yeah. You hit it and
    it goes flying too. In Falco's case, it's better to let
    someone else pick it up and have a deflector ready. 
    That'll show them. 
    
    RED SHELL
    You can rig this thing to kill by bouncing it off your
    deflector five times. After the fifth time, GET OUT OF
    THERE. The next one will break your shield, and then
    hit you. It will hurt. 
    
    FLIPPER
    You can probably rig it with your deflector, but since
    it tends to be airborne, it's not easy. Can be a nasty
    edge guarding toy. 
    
    (Mr.) FREEZIE
    Fun toy for Falco. If you hit someone with it, they get
    all frozen and you get to beat them up for a while.
    At that point, go on and do your worst. 
    
    MR. SATURN
    It can really mess with shields, but past that all
    you can do is just continually bounce this off the
    enemy, catch, and do it again. If you have a teammate 
    and friendly fire on, have him bounce this guy off your
    reflector five times, making sure to catch him before
    he hits the ground. NOW you will fear Mr. Saturn. 
    
    POKéBALL
    Mean trick. Let someone else pick it up. If they don't
    know any better, they'll throw it at you. Deflect it 
    with your down+B. The PokéBall then thinks that you,
    Falco, threw it and the Pokémon attacks your enemy 
    instead! Very cheap, and this wasn't the case in the 
    original SSB if Fox deflected a Pokéball! This only 
    happens with the deflector based on what I know, so
    don't fret if the CPU pulls out that white shield to
    reflect your own balls. Chalk that up as one of Fox's 
    and Falco's greatest advantages. 
    
    BOB-OMB
    Exploding death. Weaker than in SSB64, but still nothing
    you want to get hit by. You can opt to use it for 
    edge guarding, or you could let someone pick it up and
    have them bounce it off your deflector shield. Best 
    used in free-for-alls where people may not notice you
    have one. 
    
    MOTION-SENSOR BOMB
    You know how these things work. Toss it somewhere and
    don't step on it. No real special tricks other than to
    throw it up, then turn on your deflector to power it
    up a little. But then you lose whatever little subtlety
    you had. Oh well. Still does nasty damage.
    
    SUPER MUSHROOM
    It's hard to tell this and the other 'shroom apart, but
    you want this brighter one. If you do, you grow. More
    range on your moves = good. Your down smash becomes a
    more viable option, and more importantly the swordsmen
    lose their range advantage they used to enjoy. Against
    smaller opponents, note that your side smash may pass
    over their head. Use your down smash here. 
    
    POISON MUSHROOM
    Makes Falco tiny. Looks duller than a super 'shroom. You
    don't want this. If you do, try to Falco Phantasm out of
    harm's way until you grow back up. You're already 
    lightweight. No need to be even lighter!
    
    STARMAN
    Makes you invincible. Why wouldn't anyone want this?
    
    PARASOL
    Slows down your fall, decent killing weapon and pretty
    good reach. It doesn't go all that far when thrown 
    (shame...). Falco doesn't have the best recovery, so this
    helps. 
    
    SCREW ATTACK
    Adds a little jump power, and does damage to people
    nearby. Better yet, throw it to cause someone to 
    screw jump (don't get too close!), and they'll fall as
    if they used a third jump. Line up your side smash
    riiiight there. If you throw this at someone who's 
    trying to recover, well... they probably won't make it
    back. Excellent. The one character you ABSOLUTELY MUST 
    NOT ALLOW TO GET THIS is Jigglypuff. If she's a part of
    the fight, just get rid of the thing. 
    
    METAL BOX
    At high damage, I avoid this. It makes you harder to
    knock off, but for Falco he falls so fast that it's 
    deadly to be metal in the case you DO get knocked off. If
    you're still in the low damage percents, pick it up. 
    Now, if someone picks this up and they're near a wall,
    you can just use the basic A combo to keep 'em stuck
    there until they become flesh again. 
    
    BUNNY HOOD
    Don it to become the Ballerina Rocket. You don't need
    this. It's actually dangerous for Falco to have since
    you can hurl yourself off the top of the screen on the
    scrolling stages. But it's better for him to have it 
    than, say, Ganondorf as long as you remember to tap the 
    jump button lightly. 
    
    CLAOKING DEVICE
    The invisibility thing is useless, but it prevents you
    from taking damage (you can still be hit). Falco's a
    lightweight, again, so pick it up. 
    
    BARREL CANNON
    Not many people like this. Toss it and hope someone gets
    caught. If caught near the edge, there's a good chance
    you'll be sent into the abyss. Pretty cheap. Take it if
    you like.
    
    PARTY BALL
    Like the crates and capsules, don't throw this down as 
    this can exlpode. Instead, shoot it from afar until it
    rises up into the air. After that, get whatever goodies 
    are under it. You can throw it at someone, but it's not a
    good weapon. 
    
    ---------------------------- FALCO'S BIRTHDAY WISHLIST .7
    
    
    8. #1 FURRY PILOT VS. BALLERINA ROCKET ------------------
    
    Fox and Falco. Comparisons between them are inevitable,
    As Falco is dubbed a Fox "clone." So... what exactly
    ARE the differences aside from the blaster and jump
    heights?
    
    There's quite a number of changes, though some come off
    as insignificant. Note that these may not be 100%
    accurate, as I've been writing this while tired. I'll
    make any needed corrections next update, but I'm 
    confident that this is mostly accurate as is.
    
    
    GROUND NORMALS
    Neutral A Ground: Fox's first punch is 1% stronger.
    Past that, identical outside of Falco having a 
    little more reach. 
    Side A Ground: Fox's roundhouse kick is 1% stronger.
    Same knockback distance, I guess. Falco still reaches
    further.
    Up A Ground: Falco's seems stronger, and sends people
    straight up. But in actual damage, Fox outdoes him by
    1%.
    Down A Ground: Falco has more range and damage, 
    and it pops enemies up higher, but at an angle. Fox's
    lags behind by 2 or 3%.  
    Dash A: Fox's is 1% stronger than Falco's, but opponents 
    still fly in the same arc. 
    
    
    AERIAL NORMALS
    Neutral A Air: I saw Fox's do 12% damage, so it's
    stronger than Falco's at 10%. The opponent flies in 
    the same trajectory though.
    Back A Air: Fox's is 1% stronger. No real change in
    the distance the enemy goes. 
    Front A Air: No special differences I've noticed.
    Up A Air: Fox's sends the opponent straight into the
    air (again), and does an extra 1% damage to boot! 
    Basically better than Falco's, though Falco will rarely
    have to use a second jump to reach the opponent again.
    Down A Air: Fox's hits multiple times for 3% each, the
    last supposedly being a meteor strike (have yet to 
    actually pull it off). Falco's hits only once, and it's
    a meteor strike no matter when it hits. 
    
    
    SMASHES 
    Side A Smash: Falco's is much stronger than Fox's. I 
    don't see any reason why Fox'd want to use this one,
    even though Fox's does more % damage! The next proves 
    to be the exact opposite outside of that.  
    Upwards A Smash: Falco's isn't really that powerful at
    all compared to Fox. In fact, Foc's upwards smash is 
    probably stronger than Falco's side smash at full
    charge, but they're still potent. Fox still does more
    damage in % than Falco.
    Downwards A Smash: Fox's does more damage, again, but
    Falco's appears to go at a much lower arc which (in my
    eyes) makes it better. 
    
    
    SPECIAL MOVES
    B: Falco's has more startup and recovery delay, and a
    lower rate of fire but stuns (you knew that). Fox's
    is pretty fast and piles on damage fast, but the enemy
    doesn't flinch. Believe it or not both do about the
    exact same damage per shot, so technically speaking 
    Fox's does a lot more damage in a shorter amount of
    time.
    
    Side B: Falco's is faster than Fox's from the startup,
    does more damage, and I think it sends people a little 
    further than Fox's. On top of that, any midair enemies
    hit by it are spiked. Fox's sends people straight up, as
    opposed to an angle or downward like Falco's, but I don't
    see what difference that would make unless it's a team 
    match. Fox's take goes a tiny bit further, but it's only
    a miniscule difference. Falco wins for less startup and
    the spiking ability.
    
    Up B: Fox's is better by far, aside from the distance 
    it sends foes. Falco's is stronger in that regard, but
    he doesn't go nearly as far. Fox also damages nearby
    enemies at startup, where Falco's doesnt. Both are
    great combo moves, and they have equal startup delay.
    Fox's is easily one of the better recovery moves 
    though, so Falco is at a loss here. 
    
    Down B: Both deflect. Whee! However, Falco's is more
    damaging when used as an attack, and sends people 
    straight up for combo goodness. Fox's does less 
    damage, but is basically a low-powered meteor strike.
    Both slow down their falling speeds. I suppose this
    one goes to Fox if you're looking to kill someone 
    with it. The exact same tricks (i.e. - the turncoat
    Pokéball thing) will work with both character's down
    Bs. 
    
    
    SIZE
    Falco is a little taller. It makes it a little more 
    difficult for him to dodge things, but not by that 
    much.
    
    
    WEIGHT 
    Falco is heavier than Fox, but not by much. Both are 
    still pretty light. You can expect them to be KO'd by
    a strong attack at around 50-60%. 
    
    
    JUMPING
    Aside from the first jump (which clearly goes to Falco),
    their second leaps are more or less the exact same. If
    you're talking in terms of comeback ability, Fox comes
    out ahead with a farther-reaching third jump. From the
    ground, Falco's high jump and side B combination makes 
    for a decent escape combination, and it helps him 
    continue to juggle opponents that would otherwise 
    require Fox to blow a second jump. 
    
    
    RUNNING SPEEDS
    Fox is the faster sprinter. Falco still isn't too bad
    though. 
    
    
    CRATE CARRYING
    Fox seems to carry crates a bit faster than Falco does.
    Still, they're not characters that were made to move
    the box around shortly before tossing it. 
    
    
    THROWS
    Seems about equal outside of damage, where Falco seems to
    do a bit more with his down throw (only 1% more), and 
    their forward throws seem to have a minor ajustment in 
    the direction the opponent flies. Falco's seems a little 
    higher. When they pull out the blasters, the same physics
    apply as they'd normally do in their B moves, so Falco's 
    is probably better for what it does. It's still just a 
    minute difference.
    
    
    WEAPON USE
    Can't truly say there's a difference yet. Theoretically,
    both Fox and Falco swing the exact same way. Since 
    Falco's arms are longer, perhaps it gives him a tiny bit
    more range. I can't really say for sure.
    
    
    OVERALL
    Fox is overall faster, AND stronger it seems. Falco was
    given stronger B moves and the ability to play cheap
    with one incredible meteor strike, and one impromptu
    spike with his forward + B that will send midair enemies 
    to their doom (try it on Fourside!). Fox may very well be
    more comboable because of the fact most of his stuff 
    sends people straight up instead of at an angle, but 
    Falco generally gets more reach. If you're a direct
    combo fiend, go for Fox. If you want to fight dirty to
    an extent, Falco is overall better.  
    
    ------------------ #1 FURRY PILOT VS. BALLERINA ROCKET .8
    
    
    
    9. ODDS, ENDS, AND PENNY ROLLS --------------------------
    
    - Falco's colors aren't very inspiring. However, his one
    with the pure white jacket may entice you to call him
    the King... of No Pants! I prefer the red one most.
    
    - Falco's blaster suddenly becomes rapid-fire when you
    use his down throw. Go into training and set it onto 1/4
    speed. Grab someone and use the down throw. Look closely.
    
    - Falco's character just seems... lacking. If you turn
    it on the Japanese language you'll notice that Falco says
    a lot more stuff (in Japanese, natch) and he just won't
    shut up. THAT'S more like the Falco we know. Why'd they
    have to take it out? 
    
    - Okay, the hidden taunt. Play on Corneria or Venom.
    You know the D-Pad you normally use to taunt? Keep 
    hitting left-right-down or whatever. Eventually you'll 
    see Falco crouch and look like he's charging up for 
    something. If he isn't hit, then he'll spring up and 
    salute. Your fellow Starfox teammates will chat for a 
    little while. Pointless as far as I can tell, but it's
    there. Note that if you get hit, the conversation stuff
    stops. 
    
    - This is old news, but... no more Falco in Star Fox
    Adventures, coming soon from Rare. I suppose SSB:M would
    be his unofficial "goodbye" thing. 
    
    - His model looks and feels a bit rushed to me too. Lots
    of clipping here and there, but you can see that with 
    a whole lot of models. Even then, the only character in
    which it's truly obvious is Bowser, unless you pause 
    often. Regardless, they're all still pretty well 
    animated and is a job well done outside of that. 
    
    - People seem to have a thing about assuming someone's
    preferences based on their behaviors. They've done that
    with Luigi and Cap'n Eff, and at one point Falco. What
    drives people to think that way anyway? Overanalyzation
    is one thing to be avoided in Nintendo games. Otherwise
    you just come up with a lot of weird stuff. It's a game,
    people. Don't worry about it.
    
    - On that same subject of overanalyzing, isn't Venom's
    atmosphere poisonous? Well, I suppose that didn't stop
    Fox from fighting on top of the the Great Fox on the 
    N64...
    
    - My mom plays games too. Guess what? She plays Roy.
    Everyone and their ancestors play the freakin' runt.
    Oh well, it's better than her not playing. Still, what
    does it take to get people to learn that swordsmen aren't
    the only characters in Melee? 
    
    -------------------------- ODDS, ENDS, AND PENNY ROLLS .9
    
    
    
    10. INSERT A QUARTER ------------------------------------
    
    I'll have to give out my thanks, won't I? I'm not an
    ungrateful person, y'know. So, without further adieu...
    
    - Glaceau Vitamin Water. Great to wake up to. It needs
    bigger bottles.
    - 1337 w337z (aka Wheaties Energy Crunch), great cereal.
    - HAL for making Super Smash Bros. Melee and inspiring 
    people to make lots of fake codes. 
    - GameFAQs and Neoseeker for hosting this.
    - GameFAQs message boards for providing even more 
    amusement.
    - Dabid! for his excellent Ness FAQ, gave me a good idea
    of a nice FAQ layout. 
    - Heero (not Gundam boy) for giving me some form of human
    competition. Same goes for Tim and Microphile. 
    - Power Gamer (import store) just kicks ass. 
    - Nintendo for the fun GameCube console.
    - Parental units for getting console.
    - Little sister for finally going to bed in her own
    room so I could play this during the night hours
    freely. 
    - ColdRain (GameFAQs message boards) for discovering the
    Jigglypuff and Screw Attack item trick, and the rather
    obvious edge guarding use for said item too. 
    - LordWyndia for reminding me of the virtues of Falco's
    down throw.
    - Nintendo of Japan's SSBM site for finally revealing how
    to do that stupid secret taunt. It's located here:
    (http://www.nintendo.co.jp/smash/)
    - You for reading. 
    
    
    If you have any contributions to make, mail me either at
    GetYourVashOn@aol.com, or bug me on the GameFAQs message
    boards by posting pointless topics with the name
    Twelve12Percent on it. There you have it.
    
    ------------------------------------ INSERT A QUARTER .10
    
    
    
    11. LEGAL MUMBO JUMBO, AGAIN! ---------------------------
    
    This here piece of written work is copyrighted by me,
    and as such you're not allowed to reproduce this, in part
    or in whole, for profit. If you do, I'll find out and 
    boot your tush for good measure.
    
       For those of you that would like to host this on a
    site, here's the terms:
    
       - Please e-mail me first, with a link to your page.
    My e-mail addy of the moment is up on the top. 
       - Your site may not be one of those "pay to access
    all this stuff" site. 
       - There must not be any ads or special advertisement
    things located on the same piece of .html with the FAQ.
       - This FAQ is to be printed in full without any
    modifications (unless you have my permission)
    
    
    You can currently find these FAQs here:
    - GameFAQs.com
    - Neoseeker.com
    
       If you find my FAQ on a site that isn't listed here,
    then please let me know.
    
       This FAQ was made simply for the enjoyment of people
    who play Super Smash Bros. Melee for free, and as such
    I wish for it to stay that way. 
    
       Falco, Super Smash Bros. Melee, and such are (c) their
    respective owners. All rights reserved.
    
    --------------------------- LEGAL MUMBO JUMBO, AGAIN! .11