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    Falco by XiF / ssbmon396

    Version: 1.0 | Updated: 10/15/04 | Printable Version | Search Guide | Bookmark Guide

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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
    |                                                                             |
    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
    
    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                                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!
    
    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                                   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.
    
    
    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                                   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
    |                                                                             |
    o                                 Match-Ups                                   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
    
    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
    
    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                              Level Strategies                               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
    
    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...
    
    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                                   Stadium                   (Content By XIF)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
    
    *=============================================================================*
    |                                                                             |
    |                            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
    |                                                                             |
    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
    
    If you want to reach me/contact me/congratulate/criticize me, do so by e-mailing
    me at Sk8mon1234@aol.com 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.