Falco Lombardi

Falco Lombardi is one of the playable characters in Super Smash Bros Tourney Legends

## Neutral B: Blaster

Pulls out his Blaster and fires a slim blue laser projectile. Compared to Fox's Blaster, it fires at a much slower rate but causes hitstun and deals electric damage. It is very laggy on the ground, making it very punishable if the opponent is close or at a low percentage. However, it is much more effective in the air, as it can be fired marginally faster while airborne and has significantly lower ending lag, with short hop Blaster shots causing Falco to experience only 6 frames of landing lag. This is one of Falco's main tools with multiple uses, including deterring approaches, gimping offstage opponents, tacking on damage, and locking failed techs.

## Up B: Fire Bird

Engulfs himself in an aura of flame before launching himself in a fiery tackle. The trajectory of the move can be chosen before Falco launches himself, with up to 16 angles to choose from. After the move ends, Falco becomes helpless. Compared to Fire Fox, Fire Bird travels less distance, deals multiple hits and has almost no KO potential, though it does a high amount of total damage if every hit lands (does a maximum of 33%, being one of the most damaging up specials in the game). It can, therefore, be used as a niche damage-racking option, though the looping hits sometimes have issues keeping the opponent trapped in the move.

## Side B: Falco Phantasm

Rears back before launching himself forward in a blue blur of afterimages. The grounded move will stop if Falco reaches a ledge. Compared to Fox Illusion, Falco Phantasm starts up faster and deals less knockback when grounded, but will weakly meteor smash aerial opponents, allowing it to be used for gimps. As the grounded version moves opponents slightly towards Falco, it can be used to initiate combos. It is also an excellent horizontal recovery option, as it does not cause helplessness. However, it can only be used once in midair before landing, will cause Falco to stop in front of a shielding opponent, and has a predictable trajectory. As a result, it is easily punishable if used carelessly. Despite its looks, the hitbox stops short near the end of the move when Falco begins to slow down. After concluding the dash, Falco does a cancellable animation where he fist pumps both his arms towards his sides.

## Down B: Reflector

Activates his Reflector and kicks it forward, reflecting any projectiles back towards opponents and doing minimal electric damage to opponents that make contact. It then returns to him as if it was magnetized. It can also be used as a poking tool that can lock floored opponents.

## Level 1 Final Smash: Plasma Cannon

Falco readies a Plasma Cannon and says "You're going down!" and fires a barrage of plasma shots at the opponent for eight seconds.

## Level 2 Final Smash: Demon Sniper

Falco pulls out the Demon Sniper rifle and fires two powerful shots at the opponent to launch him/her. However, it comes with a cost of adding 19% of damage to Falco's own health.

## Level 3 Final Smash: Team Star Fox

Upon activation, Falco announces "Showtime!" and targets in front of himself with a green reticle. Three Arwings fly in an unorthodox formation from behind the screen in the area where the reticle is located. Upon hit, both Falco and his victims are sent skywards, and a cinematic begins with Falco and his team flying in a group of Arwings. Falco then announces "Time for a little payback!" (single opponent), or "We've got multiple bogies inbound!" (multiple opponents), as all of the members then fire lasers at the trapped opponents, damaging them heavily. Compared to Fox's version, Falco's Arwing flight has a more erratic flight pattern, and the launching hit causes vertical knockback.