nyuuzyou/wikis huggingface dataset:
Falco (SSBM)/Down smash

==Overview==
Falco does a quick split, hitting on both sides of him simultaneously, while dealing 16% damage uncharged to 21% fully charged. Despite having somewhat limited range, it has pretty high knockback and KO power, while sending opponents on a semi-spike trajectory, making it an effective edgeguarder that can intercept many recovery moves, or just be used onstage while near the edge. If the opponent is hit very close to Falco's body, it knocks them straight up. This does very weak knockback, even at higher percentages, though it can combo into moves such as an .
Falco's legs are intangible for a small part of the move's duration. However, as this duration includes the charging period, the intangibility can be extended by charging the move. This leaves Falco's entire lower half invulnerable for a controllable amount of time, which can result in a surprise miss for incoming low attacks.
==Hitboxes==
|}
==Timing==
Legs intangible 	1-6
Charges between 	2-3
Hitbox 	6-10
Interruptible 	46
Animation length	49
|Hitboxes 
|-
|Legs 
==Similar moves==
*
Category:Falco (SSBM)
Category:Down smashes (SSBM)
Falco (SSBM)/Down throw

==Overview==
Falco throws the opponent down, then shoots them with his Blaster. Usually, the opponent will be knocked down into the floor, allowing them to tech and potentially setting up for a tech-chase. The throw can also be used as a rather powerful meteor smash, though this requires the throw to be done very near the edge of the stage, and the opponent must be DI'ing towards the edge.
A notable exception is in the NTSC version of the game. Due to a combination of his weight of 75 and his hurtbox positioning, the knockback of the final Blaster shot overrides the throw's knockback, meaning he can neither tech the throw nor be meteored by it. Falco can instead pseudo-chaingrab Fox at low percentages (from 0% to 40%), though Fox can escape by DI'ing down and using as soon as possible. Fox's weight is changed to 73 in the PAL version, which happens to remove this unique behaviour.
==Throw data==
===Laser===
|}
All lasers that hit the thrown opponent during the throw deal half damage; they deal full damage if they hit after the opponent is released (including the release frame), or if they hit a bystander.
===Throw===
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|-
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser PAL) 
|-
==Similar moves==
*
Category:Falco (SSBM)
Category:Down throws (SSBM)
Falco (SSBM)/Down tilt

==Overview==
Falco swipes his tail along the ground in front of himself. It has unusually high damage and knockback for a tilt attack, dealing 13% damage and being able to KO some characters at as low as 90% when fresh. It knocks opponents vertically, making it more effective on floaty characters, especially lighter ones. Despite its advantages, it has rather short range, and limited followup options, giving it a subpar combo ability. It also has moderately high ending lag. It isn't used commonly, as Falco usually has better options for KOing, such as and . However, since it is usually fresh when used, it can be utilized as a surprise KO move.
==Hitboxes==
|}
==Timing==
Hitbox out 	7-9
Interruptible 	28
Animation length	29
==Similar moves==
*
Category:Falco (SSBM)
Category:Down tilts (SSBM)
Falco (SSBM)/Edge attack (fast)

==Overview==
==Hitboxes==
|}
==Timing==
Intangible 	1-21
Hitboxes 	25-34
Animation length	54
|
|-
|
==Similar moves==
*
Category:Falco (SSBM)
Category:Normal attacks (SSBM)
Category:Edge attacks (SSBM)
Falco (SSBM)/Forward aerial

==Overview==
Falco does five consecutive kicks in front of himself. The move has a very long duration, and it is difficult to connect all of the hits. In addition, the move can cause occasional SD's if carelessly used offstage. However, despite the move being very punishable if whiffed, it is a great way to rack up damage on floaty characters, and using the first hit before landing can also lead into moves such as a on such light characters.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-5
Hitboxes 	6-8, 16-18, 24-26, 33-35, 43-45
Ending autocancel 	49-
Interruptible 	53
Animation length 	59
|-
===Landing lag===
Animation length 	22
L-cancelled animation length	11
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Falco (SSBM)
Category:Forward aerials (SSBM)
Falco (SSBM)/Forward smash

==Overview==
Falco flips his body and kicks in front of himself while jumping forward. This is similar to , but is much stronger, usually KO'ing at around 90-110%. It also has high speed, as well as good range, with the hitbox being out for most of the time while Falco is moving forward. Because of these advantages, it is a great KO option. The move can also be deadly to an opponent on the edge at above 100% damage, and can be used for mindgames, punishing, and to pressure an opponent. It is a very effective edgeguarding option against opponents who have to choose between drifting from above the ledge to the ledge or onstage, such as against and . The move is often used as a followup to an onstage , with its long duration and lack of a sour spot allowing it to easily cover tech and getup options, and it is the most useful followup to a short hop laser reset. It is arguably the best forward smash in Melee
(with Marth's generally being comparable for the best Forward Smash).
==Hitboxes==
|}
==Timing==
Charges between 	7-8
Clean hit 	12-16
Late hit 	17-21
Animation length	39
Interruptible 	46
==Similar moves==
*Fox (SSBM)/Forward smash
Category:Falco (SSBM)
Category:Forward smashes (SSBM)
Falco (SSBM)/Forward throw

==Overview==
Falco punches the opponent, knocking them forward. A move with good utility for Falco as a potential tech-chase starter at high percent, and in general puts Falco in a position where he can often initiate his laser control. The low knockback angle of this throw also makes it decent for setting up edgeguards and gimps. Unlike Fox's forward throw, however, it is a weight dependent throw, meaning Falco cannot do some low-percent gimp setups such as forward throw -> down-angled forward tilt against Falcon where Fox usually can.
==Throw and Hitbox Data==
|}
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser, PAL) 
|-
==Similar moves==
*
Category:Falco (SSBM)
Category:Forward throws (SSBM)
Falco (SSBM)/Forward tilt

Falco's forward tilt hitbox visualizations	Falco's forward tilt hitbox visualizations	Falco's forward tilt hitbox visualizations	Falco's forward tilt hitbox visualizations	Falco's forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
Falco sticks his leg forward to poke the opponent. This move is decent for keeping opponents at bay in close range, and does not have significant ending lag, although it is not too difficult to punish if overused. It is most commonly used after a short hop laser on opponents recovering close to the edge, as it can help the laser cover their options. When angled down, it can also gimp characters with linear recoveries who are recovering low near the edge.
==Hitboxes==
|}
==Timing==
Hitbox out 	5-9
Animation length	26
==Similar moves==
*
Category:Falco (SSBM)
Category:Forward tilts (SSBM)
Falco (SSBM)/Grab

==Overview==
==Hitboxes==
===Standing grab===
|}
===Dash grab===
|}
==Timing==
===Standing grab===
Grab 	7-8
Animation length	30
===Dash grab===
Grab 	12-13
Animation length	40
Category:Falco (SSBM)
Category:Grabs (SSBM)
Falco (SSBM)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	Jab 	
Neutral attack 2 	Straight 	
Neutral attack 3 	Rapid Kick 	
Forward tilt 	Bird Kick 	
Forward tilt (angled up) 	Bird Kick 	
Forward tilt (angled down) 	Bird Kick 	
Up tilt 	Back Kick 	
Down tilt 	Bird Sweep 	
Dash attack 	Jumping Side Kick	
Forward smash 	Roundhouse Kick 	
Up smash 	Flip Kick 	
Down smash 	Falco Split 	
Neutral aerial 	Flying Kick 	
Forward aerial 	Cyclone Kick 	
Back aerial 	Reverse Spin Kick	
Up aerial 	Falco Flip 	
Down aerial 	Air Drill 	
Neutral special (ground) 	Blaster 	
Neutral special (aerial) 	Blaster 	
Side special (ground) 	Falco Phantasm 	
Side special (aerial) 	Falco Phantasm 	
Up special 	Fire Bird 	
Down special 	Reflector 	
Down special (initial hitbox)	Reflector 	
Grab 	 	
Dash grab 	 	
Pummel 	Knee 	
Forward throw 	Elbow Bash 	
Back throw 	Skeet Blaster 	
Up throw 	Star Blaster 	
Down throw 	Floor Blaster 	
Forward roll 	 	
Back roll 	 	
Spot dodge 	 	
Air dodge 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Ledge attack (fast) 	 	
Ledge attack (slow) 	 	
Category:Hitbox repositories
Category:Falco (SSBM)
Category:Hitboxes (SSBM)
Falco (SSBM)/Neutral aerial

==Overview==
Falco does a simple sex kick. Has high knockback when it first comes out, and it comes out quickly, making it useful in a short hop. Due to the duration of the move, it can interrupt techniques such as dash-dancing used by the opponent, and it can also be used for edgeguarding, being able to hit both instant and delayed recovery options. Although the move has good knockback during the first few frames, a is useful preferred for flat out horizontal edgeguarding due to having less ending lag. If Falco's neutral aerial hits during the later frames, it has great combo ability, being able to followup with a , grab, another neutral aerial, or even a , with the former two being able to continue combos, and the latter being usable as a finisher near the edge. It's also the best of Falco's aerials on shield and is one of his go-to options for shield pressure, as it is 0 on block when timed perfectly.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	4-7
Late hit 	8-31
Ending autocancel 	37-
Interruptible 	42
Animation length 	49
|-
===Landing lag===
Animation length 	15
L-cancelled animation length	7
|Normal 
|-
|L-cancelled 
==Similar moves==
*Fox (SSBM)/Neutral aerial
Category:Falco (SSBM)
Category:Neutral aerials (SSBM)
Category:Sex kicks (SSBM)
Falco (SSBM)/Neutral attack

==Overview==
Falco's neutral attack consists of 2 jabs followed by a flurry of kicks.
For the technical data of each individual hit, see:
*Falco (SSBM)/Neutral attack/Hit 1
*Falco (SSBM)/Neutral attack/Hit 2
*Falco (SSBM)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	2-3
Jab 2 	8-9
Rapid jab 	20-21, 27-28, 34-35, 41-42, 48-49
Interruptible 	16
Animation lengths	17, 25, 62
|-
|-
|-
Category:Falco (SSBM)
Category:Neutral attacks (SSBM)
Falco (SSBM)/Neutral attack/Hit 1

==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 	2-3
Interruptible 	16
Window of jab 2 	3-31
Jab 2 earliest start	6
Animation length 	17
|-
==Similar moves==
*Fox (SSBM)/Neutral attack/Hit 1
Category:Falco (SSBM)
Category:Neutral attacks (SSBM)
Falco (SSBM)/Neutral attack/Hit 2

==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	3-4
Earliest continuable	7
Animation length 	20
==Similar moves==
*Fox (SSBM)/Neutral attack/Hit 2
Category:Falco (SSBM)
Category:Neutral attacks (SSBM)
Falco (SSBM)/Neutral attack/Infinite

==Overview==
==Hitboxes==
|}
==Timing==
Animation length is only for the finisher.
Hitboxes 	9-10, 16-17, 23-24, 30-31, 37-38...
Animation length	9
==Similar moves==
*Fox (SSBM)/Neutral attack/Infinite
Category:Falco (SSBM)
Category:Neutral attacks (SSBM)
Falco (SSBM)/Neutral special

==Overview==
Falco's neutral special move is known as Blaster. Compared to , it is slower, but causes the opponent to flinch. Because of this, Falco's lasers are extremely useful for disrupting approaches and camping from opponents. To avoid the high startup and ending lag of the move, Falco can short hop laser. This allows the move to be used constantly whilst not leaving Falco punishable. Lasers greatly help Falco's neutral game because when used properly, they can cover several of the opponent's options and force them into bad positions, or even bait out a mistimed reaction for Falco to punish.
If Falco has the opportunity to safely punish the opponent after hitting them with a laser, he can followup with a grab or a move such as a or . The latter is very common when the move is used as a reset; if Falco uses a short hop laser to hit an opponent who is lying down on the ground (after missing a tech), then they will be forced into their getup animation, much like a normal jab reset.
==Hitboxes==
|}
==Timing==
===Ground===
First loop frame	7
Repeat window 	15-28
Shot 	23-121
Last loop frame 	30
Animation length	57
|-
|-
===Air===
First loop frame	4
Repeat window 	5-16
Shot 	13-111
Last loop frame 	20
Animation length	42
|-
|-
==Similar Moves==
*Fox (SSBM)/Neutral special
Category:Falco (SSBM)
Category:Neutral special moves (SSBM)
Falco (SSBM)/Side special

==Overview==
Falco's side special move is known as Falco Phantasm, a move that involves Falco dashing forward whilst leaving afterimages of himself behind. These afterimages can damage opponents, but they are very weak. The move is primarily used as a recovery move, and although it travels a rather short distance, it is Falco's best option for horizontal recoveries due to its speed. Compared to , the move from which it is cloned from, Falco Phantasm travels a much shorter distance, but has quicker startup. The move also meteor smashes opponents who are hit by the afterimages, though it has very weak knockback and is very easy to meteor cancel.
It is also possible to shorten the length of this move by quickly pressing the B button again after initiating the move. Since Falco travels for 4 frames, the move has 4 shortened lengths. Shortening the move is useful for making it to the edge whilst avoiding gimping options such as .
==Hitboxes==
===Grounded===
|}
===Aerial===
|}
==Timing==
Falco can cancel this move's end lag by grabbing ledge as early as frame 25.
Hitbox 	18-21
Animation length	59
|-
===Landing lag===
Animation length (pre free fall) 	20
Animation length (post free fall)	3
|Pre free fall 
|-
|Post free fall 
==Similar moves==
*Fox Illusion
Category:Falco (SSBM)
Category:Side special moves (SSBM)
Falco (SSBM)/Up aerial

==Overview==
Falco kicks above himself whilst extending his tail upwards. This move has two hits, and is somewhat weaker than . The move is rarely used against fastfallers as a KO move because of this, though it is sometimes used as a powerful combo tool to lead into other moves, especially his . It is more effective as a KO move against floaties, as it can be used as an alternative to his to Star KO on stages with low ceilings, such as Yoshi's Story and Pokémon Stadium. It can be used as a followup to shine against many characters. Falco can use it to techchase fastfallers on a platform above him, because of its tall second hitbox (Falco can short hop and stay below the platform when doing this). It can also situationally be used as a followup to an , depending on the opponent's DI.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-7
Hit 1 	8-9
Hit 2 	11-14
Ending autocancel 	26-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length 	18
L-cancelled animation length	9
|Normal 
|-
|L-cancelled 
==Similar moves==
*
Category:Falco (SSBM)
Category:Up aerials (SSBM)
Falco (SSBM)/Up smash

==Overview==
Falco does a flip kick with quick startup, moderate vertical knockback, and moderate ending lag. It is significantly weaker than , to the point where it isn't considered a reliable finisher under 150% unless used on a stage's top platform, even against floaty characters. It can be used in situational combos or followups after a short hop laser or a full hop double laser where both shots hit, but Falco's is often a superior followup option from that setup. It can also juggle and tech chase opponents at lower percentages, but Falco has many other vertical-hitting moves that are faster and much more reliable for those purposes, such as his or . Due to these reasons, the move is rarely used in Falco's metagame. One niche use for upsmash is its ability to clip opponents through side platforms, which can make the weaker 2nd hit an occasionally useful tech chase option on stages like Yoshi's Story.
Falco's head (but not bill) is intangible from frames 1-10.
==Hitboxes==
|}
==Timing==
Head (not beak) intangible	1-10
Charges between 	2-3
Clean hit 	7-10
Late hit 	11-15
Animation length 	43
Interruptible 	48
|Hitboxes 
|-
|Head (not beak) 
==Similar moves==
*
Category:Falco (SSBM)
Category:Up smashes (SSBM)
Falco (SSBM)/Up special

==Overview==
Falco's Up special, Fire Bird, mainly serves as one of his two recovery moves (the other being his , Falco Phantasm). It does moderate damage to anyone hit by it, and gains KO potential at high percentages. Falco's Fire Bird works exactly like Fox's Fire Fox, but with some minor differences. Like Fox, Falco surrounds himself with flames and propels himself in the direction given by the player's control stick input. However, unlike Fox, Falco lacks damaging flame hitboxes around his body during the charging stage of the move, making it easier to interrupt. Compared to Fire Fox, Falco's Fire Bird does not travel as great of a distance, making long horizontal recoveries from the edges of the stage extremely difficult, if not outright impossible, with this move. In most situations (e.g, recovering when far away from the stage), it is preferable to recover with Falco Phantasm, which (despite not going as far as Fox Illusion) travels a greater distance and does not involve a long charging time.
Despite its glaring weaknesses and inferiority to Fire Fox at recovering from far distances off the stage, Fire Bird is an extremely useful tool for recoveries close to the stage for various reasons. The shorter distance traveled makes the ledge easier to sweetspot, and makes Falco much harder to punish when he comes back onto the stage, as there is less time for opponents to respond to the path he chooses. In this situation, it is almost impossible for many characters in a neutral position to effectively cover all of Falco's directional options from Fire Bird, especially since the Falco player can change the angle of the attack if the foe commits to a particular edgeguarding option, such as an edgehog, too early. Comparatively, Fire Fox's long distance makes it inferior for close recoveries as it allows enemies to set up various punishes while Fox is still recovering, and even if characters cannot cover several of Fox's distance options at once, they usually still have time to attack Fox afterwards unless he recovers onto a platform.
Fire Bird can also be used as a combo finisher at mid-to-high percentages; after an up tilt, up air, or aerial shine, Falco can use this move to ram into the opponent, guaranteeing a KO off the top blast zone. This is especially useful against floaties, who typically have difficulty being combo'ed-to-death; however, as this is largely DI dependent and requires very specific setups that may not work in the middle of serious matches, it is a situational maneuver at best. If the attack for any reason hits the ground, Falco will not suffer from too much landing lag, but he will then bounce off to a direction, leaving him momentarily vulnerable.
==Hitboxes==
|}
==Timing==
Hitbox 	43-64
Animation length	84
===Landing lag===
Animation length (pre free fall) 	6
Animation length (post free fall)	3
|Pre free fall 
|-
|Post free fall 
==Similar moves==
*
Category:Falco (SSBM)
Category:Up special moves (SSBM)
Falco (SSBM)/Up throw

==Overview==
==Throw data==
===Throw===
|}
===Laser===
|}
==Timing==
The speed of this throw depends on the opponent's weight.
|-
!Invincible
|1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8||1-8
|}
|-
|rowspan=2|Min (Pichu) 
|-
|-
|rowspan=2|Baseline 
|-
|-
|rowspan=2|Max (Bowser PAL) 
|-
==Similar moves==
*
Category:Falco (SSBM)
Category:Up throws (SSBM)
Falco (SSBM)/Up tilt

==Overview==
Falco flips his leg behind himself. The hitboxes initiate very quickly into the animation, and can easily juggle and inflict heavy damage upon heavyweights or fastfallers, and has incredible combo ability - knocking opponents into the air with low base knockback, it can easily followup with an aerial or a combo. It can lead into a to set up an edgeguard, a for a KO, etc. It is also able to setup situational es, particularly on fastfallers. The move also has surprisingly high range behind Falco, being a useful spacing tool to punish approaches with surprisingly far reach from the rear hitboxes. It has decent knockback scaling, though isn't a reliable KO move until very high percents.
==Hitboxes==
|}
==Timing==
Hitboxes 	5-11
Animation length	23
Interruptible 	23
==Similar moves==
*
Category:Falco (SSBM)
Category:Up tilts (SSBM)
Falco (SSBU)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	9-10
Late hit 	11-16
Ending autocancel 	20-
Interruptible 	38
Animation length 	59
|-
===Landing lag===
Interruptible 	14
Animation length	28
Category:Falco (SSBU)
Category:Back aerials (SSBU)
Falco (SSBU)/Back throw

==Overview==
==Throw and Hitbox Data==
The throw uses different data if Falco is tiny (more specifically, if he is at 0.5× of his size or less).
|}
|}
==Timing==
Invincibility 	1-9
Turnaround 	9
Throw release 	9
Laser 	18-44
Interruptible 	42
Animation length	59
|-
|-
Category:Falco (SSBU)
Category:Back throws (SSBU)
Falco (SSBU)/Down aerial

==Overview==
==Update History==
 
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	10-14
Late hit 	15-24
Ending autocancel 	30-
Interruptible 	44
Animation length 	53
|-
===Landing lag===
Interruptible 	13
Animation length	25
Category:Falco (SSBU)
Category:Down aerials (SSBU)
Falco (SSBU)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	1-2
Legs intangible 	3-8
Hitboxes 	8-10
Interruptible 	47
Animation length	69
!Hitboxes 
|-
!Legs 
==Trivia==
*This move has a 40% chance to trip. However, the ID 0 and 1 hitboxes can only cause it on slants due to their launch angle.
Category:Falco (SSBU)
Category:Down smashes (SSBU)
Falco (SSBU)/Down special

==Overview==
==Hitboxes==
|}
==Timing==
Hitbox 	5-14
Reflection 	1-33
Interruptible 	45
Animation length	62
|-
==Reflector parameters==
Size 	9u
Damage threshold 	50%
Damage multiplier 	1.2
Speed multiplier 	1.3
Lifetime multiplier	0.8
Category:Falco (SSBU)
Category:Down special moves (SSBU)