nyuuzyou/wikis huggingface dataset:
Falco (SSB4)/Neutral special/Default

==Overview==
Falco brings out his Blaster and fires off. Comparatively to Fox's lasers, Falco's lasers are able to flinch opponents, at the cost of being much slower. Using the lasers at close range is not recommended, as the high endlag from the lasers and non-existent knockback of them makes Falco easy to punish. At longer ranges, however, lasers are able to add extra safe damage from afar (unless the opponent has a projectile of their own), and can thwart recovery attempts, especially those with bad airspeed. Lasers can also halt approaches due to the flinching, thus having them stop in place from being hit or be forced to shield. The lasers have good use in jablocking the opponent, although the high endlag may prevent extensions to combos from happening. Lasers are also able to go through all non-reflector/absorbing hitboxes, and fire slightly faster in the air, although a negligible increase.
==Update history==
 1.0.4/ 1.0.1
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*
*
==Hitboxes==
|}
Category:Falco (SSB4)
Category:Special moves (SSB4)
Category:Neutral special moves (SSB4)
Falco (SSB4)/Side special/Default

==Overview==
Falco dashes forward at a quick speed, leaving behind afterimages. The move is primarily used as a horizontal recovery move, and is a bit faster and reaches farther than 's variant of the move. The aerial version is also capable of meteoring aerial opponents, at the cost of doing 1% less damage, making it somewhat risky to edgeguard if the opponent is careless. By holding down while the attack goes to a ledge, Falco can prevent himself grabbing the ledge while the hitbox of Phantasm stays out, potentially spiking opponents trying to recover. The move is also used as an escape option from pressuring, usually by jumping then using side special, as it has very low landing lag, and in general is less laggy than grounded Phantasm, making it difficult to punish from afar. The move props grounded opponents upwards, allowing Falco to score combos off of it sometimes.
Phantasm also has several mixup options offstage. Falco has either the choice of Phantasming onstage, straight to ledge, or under the ledge, in which he can either double jump/wall jump/up special to ledge, or even go under the stage to the other side if timed correctly. Ledge dropping, quickly double jumping then doing Phantasm is also a decent way of getting back onstage, although can be punished when read properly. Even then, the move is easily telegraphed as a recovery, and lacks intangibility, unlike Fox's version, making it very prone to lingering aerials or projectiles.
==Update history==
 1.0.8
*
==Hitboxes==
===Ground===
|}
===Air===
|}
Category:Falco (SSB4)
Category:Special moves (SSB4)
Category:Side special moves (SSB4)
Falco (SSB4)/Up aerial

==Overview==
Falco performs a somersault kick. Unlike other aerials of its type, it starts behind Falco, rather than front. It is slightly disjointed and has low landing lag, and is primarily a combo tool or kill move off the top of the stage. At low percents, a landing up aerial can combo into up tilts, up smash or grab, while at higher percents, it can be followed up into some of his aerials, including when the move isn't used as a landing attack. The damage is also decent, at 10%. Combined with the speed and utility of the move, it makes for a reasonably good asset to Falco's kit.
==Update history==
 1.0.8
*
**
*
*
*
*
*
*
*
*
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Hitboxes 	7-11
Ending autocancel 	23-
Interruptible 	35
Animation length 	36
|-
===Landing lag===
Animation length	15
Category:Falco (SSB4)
Category:Up aerials (SSB4)
Falco (SSB4)/Up smash

==Overview==
A double sideways-hitting kick. Falco's legs have intangibility during the hitboxes, and combined with the hitboxes extending from Falco's legs considerably, it is relatively disjointed and good for catching landings. It comes out relatively fast, but has notable endlag, and usually kills at around 120%, somewhat weak for a smash attack. Opponents may be hit out of the move if the first hit sends them too far for the second to connect, in similar vain to 's up smash, giving it notable reliability issues as a result. The first kick is also able to hit certain characters hanging on the ledge and stage spike them, such as .
==Update history==
 1.0.6
*
*
 1.0.8
* 
**
**
*
*
 1.1.4
*
*
*
*
*
*
*
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Right leg intangible	7-12
Hit 1 (clean) 	7-8
Hit 1 (late) 	9-12
Left leg intangible 	13-20
Hit 2 	13-20
Interruptible 	50
Animation length 	59
|Hitboxes 
|-
|Right leg 
|-
|Left leg 
Category:Falco (SSB4)
Category:Foot attacks (SSB4)
Category:Normal attacks (SSB4)
Category:Up smashes (SSB4)
Falco (SSB4)/Up special/Default

==Overview==
Falco performs the Fire Bird, cloaking himself in fire, before launching off in any direction. It is a very poor recovery move, having long startup, small and weak hitboxes, and when compared to 's Fire Fox, it travels noticeably less distance. Due to these traits, Falco becomes very susceptible to gimping, and combined with his side special also being an easily telegraphed recovery move, Falco's recovery is quite weak.
Fire Bird can be mixed up somewhat, via altering angles slightly or b-reversing the move to shift momentum during the start, thus being able to possibly dodge attacks. Fire Bird as an attack is very weak, with poorly connecting multi-hits and a final hit that has very weak knockback growth, and thus is generally never used as an attack.
==Hitboxes==
Looping hit hits up to 7 times.
|}
==Timing==
Looping hits (Charge)	20, 22, 24, 26, 28, 30, 32
Hit 1 (Attack) 	43-46
Looping hits (Attack)	47, 49, 51, 53, 55, 57, 59
Final hit 	61
Animation length 	90
Category:Falco (SSB4)
Category:Special moves (SSB4)
Category:Up special moves (SSB4)
Falco (SSB4)/Up throw

==Overview==
Throws the opponent upwards then fires a laser. The throw can be DI'd to the point where the laser is unable to hit, thus reducing damage and kill power. At lower percents, it always combos into the laser, and is usually used as a combo throw, comboing into up aerials for the most part. At higher percents without DI, the throw can kill opponents, or lead into up aerial as a 50/50 setup.
==Throw and Hitbox Data==
===Throw===
|}
===Laser===
|}
==Timing==
Invincibility 	1-18
Throw Release 	7
Laser 	21
Interruptible 	39
Animation length	59
|-
Category:Falco (SSB4)
Category:Up throws (SSB4)
Falco (SSB4)/Up tilt

==Overview==
Falco swipes with his arms twice above his head, the first hit comboing into the second. The move is usually used as a combo tool, as it can combo into itself at low percents, combo into aerials at mid percents, and then it starts killing at much higher percent. It is also slightly disjointed, and coupled with the long lasting hitboxes, it can make for a decent anti-air option. The first hit possesses a meteor hitbox at the tip of his arm, which is meant to combo into the second hit more reliably, however the opponent can be knocked out of the move by this if they're far enough. The spike gives it unusual edgeguarding potential, however extremely situational, especially when considering the amount of much safer options he has for edgeguarding. It also has a decent amount of endlag, and the attack has notable trouble hitting smaller opponents.
==Hitboxes==
|}
==Timing==
Hit 1 (clean) 	5
Hit 1 (late) 	6-9
Hit 2 	12-16
Interruptible 	37
Animation length	57
Category:Falco (SSB4)
Category:Up tilts (SSB4)
Falco (SSBB)/Back aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-3
Clean hit 	4-7
Late hit 	8-19
Ending autocancel 	23-
Interruptible 	38
Animation length 	39
|-
===Landing lag===
Animation length	15
Category:Falco (SSBB)
Category:Back aerials (SSBB)
Falco (SSBB)/Back throw

==Overview==
==Throw and Hitbox Data==
===Throw===
|}
===Laser===
|}
==Timing==
Invincibility 	1-8
Throw Release 	9
Lasers generated	15, 18, 21
Animation length	41
|-
Category:Falco (SSBB)
Category:Back throws (SSBB)
Falco (SSBB)/Dash attack

==Overview==
==Hitboxes==
|}
==Timing==
Clean hit 	4-7
Late hit 	8-17
DACUS window 	3-5
Boost grab window	2-3
Interruptible 	36
Animation length 	39
!Hitboxes 
|-
!DACUS 
|-
!Boost grab 
Category:Falco (SSBB)
Category:Dash attacks (SSBB)
Falco (SSBB)/Down aerial

==Overview==
Falco turns diagonally and spins. At the start of his attack and hitbox from knee to lower body part, he can execute a meteor smash at his spinning heel. The meteor smash hit does 13%, otherwise 8%. It has extremely fast start-up (being the fastest meteor smash in Brawl in terms of startup), with a long-lasting normal hitbox, and only has 12 frames of landing lag upon landing, making it good at initiating ground-based juggles (such as down aerial→down throw or down aerial→tap reset). It doesn't require the landing of specific hitboxes (like 's ), which makes it much easier to land than other meteor smashes, while still having the power to be effective. If the opponent is hit with the meteor smash toward the ground and doesn't guard upon impact to the ground, they will bounce on the ground, allowing Falco to combo into any smash attack or start his laser lock. A can lead into this move, this can be performed offstage to end a chaingrab or a way to setup a down aerial onstage to cause the opponent to bounce on the ground. It is especially effective at landing quick meteor smashes near the ledge and meteor smashing opponents recovering high (due to Falco's very high jumps). Like the other meteor smashes that were spikes in Melee, it additionally sends opponents at a slight diagonal angle instead of straight down; unlike many such moves however, the angle was altered to one that would have been a meteor smash in Melee regardless. Due to Falco's lackluster recovery and the move's rather high duration, this attack is a moderate risk to use offstage. The move only meteor smashes during its initial hitboxes; landing the later hitboxes hits the opponent away with weak horizontal knockback. The move also has low base knockback, which prevents it from KOing or gimping most characters at low percents (it has high knockback scaling though to be effective at higher percents).
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-4
Clean hit 	5-7
Late hit 	8-21
Ending autocancel 	27-
Animation length 	49
|-
===Landing lag===
Animation length	12
==Gallery==
File:SSBB Falco Chaingrab Meteor.gif|Down aerial used as a followup to a down throw chaingrab.
Category:Falco (SSBB)
Category:Down aerials (SSBB)
Falco (SSBB)/Down smash

==Overview==
==Hitboxes==
|}
==Timing==
Charges between 	2-3
Legs intangible 	3-7
Hitboxes 	7-9
Interruptible 	47
Animation length	52
|Hitboxes 
|-
|Legs 
Category:Falco (SSBB)
Category:Down smashes (SSBB)
Falco (SSBB)/Down special

==Overview==
Falco kicks out his Reflector, which returns back to him. The reflector hitbox comes out frame 1 and lasts for the move's entire animation, while the actual attacking hitbox comes out a bit later, at frame 4, and also has a small hitbox in comparison to the effect. When it returns to Falco, it has no hitbox. Falco is also mostly able to move during the animation whilst airborne. The move was drastically changed from its Melee counterpart and outside of its reflection properties and its horizontal range, it is drastically inferior in almost every way being weaker, much laggier (especially since it can no longer be jump cancelled), much more punishable and generally being far more situation as a whole.
As a reflector, it has great range and while Falco cannot hold it out, the reflector lasts for the entire animation, making it easy for Falco to reflect projectiles with it. This property also means that once Falco's reflector has finished, he can throw it out again, essentially meaning that Falco can have an infinitely lasting reflector. The range can make reflected projectiles harder to react to, and it is on par with most other reflectors with similar strength.
As an attack, it has very weak knockback, barely being able to KO just below 999%. The low knockback allows the move to be used as a locking tool, it has a decent trip chance and can be used in edgeguarding due to the disjoint and low knockback being able to send the opponent slightly downwards whilst in hitstun. It is very unsafe on hit at lower percents and very close ranges (especially if it does not trip), due to its weak knockback and very high ending lag, making it strictly a spacing tool outside of situations where it can reflect projectiles.
==Hitboxes==
|}
==Timing==
Reflection 	1-51
Hitboxes 	4-13
Animation length	51
|-
==Properties==
Reflection radius 	9
Reflection x position 	1.0
Reflection y position 	-1.2
Reflection damage 	1.5x
Reflection speed 	1.0x
Reflection duration 	0.5x
Max reflectable damage	50
Category:Falco (SSBB)
Category:Special moves (SSBB)
Category:Down special moves (SSBB)
Falco (SSBB)/Down tilt

==Overview==
A tail swipe. Deals 9% on the tip of the tail, and 12% up close. It comes out on frame 7 and is -16 on shield. While it can be effective for poking an opponent’s shield, due to its minuscule hitbox and weak knockback (though it can KO at very high percentages), in most scenarios, there are better options to choose from.
==Hitboxes==
|}
==Timing==
Hitboxes 	7-9
Interruptible 	28
Animation length	29
Category:Falco (SSBB)
Category:Down tilts (SSBB)
Falco (SSBB)/Forward aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-5
Looping hits 	6-33 (Rehit: 8)
Final hit 	34-35
Ending autocancel 	49-
Animation length 	59
|-
===Landing lag===
Animation length	33
Category:Falco (SSBB)
Category:Forward aerials (SSBB)
Falco (SSBB)/Forward smash

==Overview==
Falco brings his arms down in a chopping manner. The move deals 15% clean and 10% late. The move is Falco's strongest attack knockback wise, KOing at around 130%, but despite its power, the move is very sluggish, hitting on frame 16, and must be sweetspotted for efficient KOs. The move thus often necessitates a hard read to be used effectively and as such, players often turn to for more guaranteed punishes. 
==Hitboxes==
|}
==Timing==
Charges between 	12-13
Clean hit 	16-20
Late hit 	21
Animation length	49
Category:Forward smashes (SSBB)
Category:Falco (SSBB)
Falco (SSBB)/Forward tilt

Falco forward tilt hitbox visualizations	Falco forward tilt hitbox visualizations	Falco forward tilt hitbox visualizations	Falco forward tilt hitbox visualizations	Falco forward tilt hitbox visualizations
↗ 	 	 	 	
→ 	 	 	 	
↘ 	 	 	 	
==Overview==
==Hitboxes==
|}
==Timing==
Hitboxes 	6-8
Animation length	26
Interruptible 	28
Category:Falco (SSBB)
Category:Forward tilts (SSBB)
Falco (SSBB)/Grab

==Overview==
==Grabboxes==
===Standing grab===
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===Dash grab===
|}
===Pivot grab===
|}
==Timing==
===Standing grab===
Grab 	6-7
Animation length	29
===Dash grab===
Grab 	11-12
Animation length	39
===Pivot grab===
Grab 	9-10
Animation length	35
Category:Falco (SSBB)
Category:Grabs (SSBB)
Falco (SSBB)/Hitboxes

==Hitboxes==
Move 	Name 	Hitbox
Neutral attack 1 	 	
Neutral attack 2 	 	
Neutral attack (infinite) 	 	
Neutral attack (infinite end)	 	
Forward tilt 	 	
Forward tilt (angled up) 	 	
Forward tilt (angled down) 	 	
Up tilt 	 	
Down tilt 	 	
Dash attack 	 	
Forward smash 	 	
Up smash 	 	
Down smash 	 	
Neutral aerial 	 	
Forward aerial 	 	
Back aerial 	 	
Up aerial 	 	
Down aerial 	 	
Neutral special 	Blaster 	
Side special 	Falco Phantasm	
Up special 	Fire Bird 	
Down special 	Reflector 	
Final Smash 	Landmaster 	
Grab 	 	
Dash grab 	 	
Pivot grab 	 	
Pummel 	 	
Forward Throw 	 	
Back Throw 	 	
Up Throw 	 	
Down Throw 	 	
Floor attack (front) 	 	
Floor attack (back) 	 	
Trip attack 	 	
Edge attack (fast) 	 	
Edge attack (slow) 	 	
Category:Hitbox repositories
Category:Falco (SSBB)
Category:Hitboxes (SSBB)
Falco (SSBB)/Neutral aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-2
Hit 1 	3-5
Hit 2 	6-9
Hit 3 	14-17
Hit 4 	21-24
Ending autocancel 	43-
Animation length 	49
|-
===Landing lag===
Animation length	9
Category:Falco (SSBB)
Category:Neutral aerials (SSBB)
Falco (SSBB)/Neutral attack

==Overview==
Falco's neutral attack consists of two knifehand strikes with his wings followed by a flurry of spinning knifehand strikes.
For the technical data of each individual hit, see:
*Falco (SSBB)/Neutral attack/Hit 1
*Falco (SSBB)/Neutral attack/Hit 2
*Falco (SSBB)/Neutral attack/Infinite
==Quickest loop==
Jab 1 	2-5
Jab 2 	10-13
Rapid jab 	26, 31, 36, 41
Windbox 	45
Interruptible (1, 2)	17, 26
Animation length 	17, 27, 51
|-
|-
Category:Falco (SSBB)
Category:Neutral attacks (SSBB)
Falco (SSBB)/Neutral attack/Hit 1

==Overview==
A knifehand strike. The first hit deals 4% damage and comes out on frame 2. The attack is very versatile in general, having high priority and range. Falco players can jab cancel into his grab, opening up many opportunities, from racking up damage to keeping opponents away. However, the first hit is also -13 on shield, rendering it susceptible to other grabs if Falco players aren’t careful.
==Hitboxes==
|}
==Timing==
Hitboxes 	2-5
Earliest continuable	7
Interruptible 	17
Animation length 	17
Category:Falco (SSBB)
Category:Neutral attacks (SSBB)
Falco (SSBB)/Neutral attack/Infinite

==Overview==
==Hitboxes==
===Rapid jab===
|}
===Ending windbox===
|}
==Timing==
Animation length is only for the finisher.
Rapid Jab 	9, 14, 19, 24...
Ending hitbox 	2
Animation length	8
Category:Falco (SSBB)
Category:Neutral attacks (SSBB)
Falco (SSBB)/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. The move is rather slow on the ground, having high ending lag although Falco can easily remedy this by using the move in the air. The aerial version is faster overall and it auto-cancels on landing, making it very safe to use out of a short hop. Falco can easily shoot two lasers in a short hop from varying heights. 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 shoots his lasers the same frame that he lands, he will shoot the laser but it won't make a sound. This is known as a silent laser. Silent lasers are useful as they are shot low to the ground and as the opponent cannot hear them, they will not be able to react to them as quickly. As a result of these traits, lasers are extremely useful as Falco can safely and easily build up damage on his opponent from a distance while they struggle to approach him.
If Falco has the opportunity to safely punish the opponent after hitting them with a laser, he can followup with a grab, a (which can then potentially lead into a gatling combo) or at greater distances, a DACUS. If the laser hits an opponent from a missed tech, it will lock the opponent and Falco will be able to continuously shoot lasers (regardless of how far away they are) until his opponent reaches the edge (known as a laser lock), where he can then punish his opponent with a DACUS. The laser lock is very powerful, although Falco does not have many reliable ways to set it up, so it is situational overall.
Overall, Falco's lasers are one of his most defining tools, as well as one of the best projectiles in the game due to how easily they can be spammed safely.
==Hitboxes==
|}
==Timing==
===Ground===
First loop frame	7
Repeat window 	8-16
Shot 	12-110
Last loop frame 	30
Animation length	56
|-
|-
===Air===
First loop frame	5
Repeat window 	6-14
Shot 	10-108
Last loop frame 	20
Animation length	41
|-
|-
==Similar Moves==
*Fox (SSBB)/Neutral special
Category:Falco (SSBB)
Category:Neutral special moves (SSBB)
Falco (SSBB)/Up aerial

==Overview==
==Hitboxes==
|}
==Timing==
Initial autocancel	1-6
Hitbox 	10-14
Ending autocancel 	26-
Interruptible 	36
Animation length 	39
|-
===Landing lag===
Animation length	15
Category:Falco (SSBB)
Category:Up aerials (SSBB)
Falco (SSBB)/Up special

==Overview==
==Hitboxes==
|}
==Timing==
Hits 1-7 	20, 22, 24, 26, 28, 30, 32
Hit 8 	43-46, 47
Hits 9-14 	49, 51, 53, 55, 57, 59
Hit 15 	61
Animation length	90
Category:Falco (SSBB)
Category:Up special moves (SSBB)
Falco (SSBB)/Up throw

==Overview==
==Throw and Hitbox Data==
===Throw===
|}
===Laser===
|}
==Timing==
Invincibility 	1-8
Throw Release 	7
Lasers generated	18, 20, 24
Animation length	38
|-
Category:Falco (SSBB)
Category:Up throws (SSBB)
Falco (SSBB)/Up tilt

==Overview==
Spins while consecutively swinging his wings. The first hit of Falco’s up tilt comes out frame 4, dealing 4%, while the second comes out on frame 12 and deals 5%. It is versatile for juggling, comboing into aerials, as well as a powerful punish option for opponents either spotdodging or in the air. The attack can additionally clip opponents on platforms, strengthening Falco’s punish options.
While it kills at very high percentages (154% and 189% for the back and front hits respectively), this is a minor issue as the attack’s versatile follow-ups and deadliness at punishing makes KOing problems moot.
==Hitboxes==
|}
==Timing==
Hit 1, Clean hit	4-5
Hit 1, Late hit 	6-9
Hit 2 	12-16
Interruptible 	37
Animation length	44
Category:Falco (SSBB)
Category:Up tilts (SSBB)
Falco (SSBM)/Back aerial

==Overview==
Falco does a kick behind himself. This attack is a sex kick, like his , and it has relatively high KO power and quick startup. These advantages make it a staple edgeguarding move in Falco's metagame, and it can reliably KO off of either the side or top of the screen at realistic KO percentages on smaller stages. It is also a basic followup to a jump-cancelled , and can be used in combos with s and other moves to great effect. The weaker second hitbox is also quite effective against crouch cancel at low percent due to its Sakurai Angle properties, letting Falco combo into Shine.
==Hitboxes==
|}
==Timing==
===Attack===
Initial autocancel	1-3
Clean hit 	4-7
Late hit 	8-19
Ending autocancel 	23-
Interruptible 	38
Animation length 	39
|-
===Landing lag===
Animation length 	20
L-cancelled animation length	10
|Normal 
|-
|L-cancelled 
==Similar moves==
*Fox (SSBM)/Back aerial
Category:Falco (SSBM)
Category:Back aerials (SSBM)
Category:Sex kicks (SSBM)
Falco (SSBM)/Back 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:Back throws (SSBM)
Falco (SSBM)/Dash attack

==Overview==
Falco leaps forward and sticks his foot out. This move has a fairly long duration, with moderate startup and ending lag, and the damage and knockback it deals are stronger when it first comes out: 9% for the clean hit and 6% damage for the late hit. The move knocks opponents vertically, and is a good combo move at mid to high percentages, being able to combo into an or short hopped . It can also cover options from the opponent and lead into punishes.
==Hitboxes==
|}
==Timing==
Clean hit 	4-7
Late hit 	8-17
Boost grab window	2-4
Interruptible 	36
Animation length 	39
!Hitboxes 
|-
!Boost grab 
==Similar moves==
*
Category:Falco (SSBM)
Category:Dash attacks (SSBM)