Falco Guide: Matchup Chart and Combos | Super Smash Bros Ultimate

Welcome to Game8's Smash Ultimate Wiki!

Recent SSBU Updates
Pyra / Mythra Guide: Matchup Chart and Combos
All Update and Patch Note History

Official Patch Notes for 11.0.0 Out Now!
Ver. 11.0.0 Patch Notes and Balance Changes

Super Smash Bros. Ultimate Falco Guide

This is a guide to using Falco in Super Smash Bros. Ultimate. Falco's bread and butter combos, how to unlock, frame data, alt costumes and skins, as well as Falco's matchups, counters, and tier list placement can all be found here.

Falco Tier and Overview

Stats and General Info

Falco
Falco Image
Game Series Star Fox
Smash Bros. Debut Super Smash Bros. Melee
Fighter Number 20
Unlock Order 32
Number of Jumps 2
Weight 82 Units (72/87)
Dash Speed 1.619 (55/87)
Air Speed 0.977 (63/87)
Fast Fall Speed 2.88 (13/87)
Special Attributes Wall Jump

Tier List Placement

SSBU Falco Icon B Tier Tier

A combo heavy fighter who excels in aerial combat

Smash Ultimate Falco has several aerial attacks with long lasting hitboxes that can be strung into combos. After dealing enough damage with his combos, Falco can use his Forward Smash or Meteor Smash, along with his edgeguarding abilities, to finish off an opponent.

See Our Tier List Here!

Falco's Strengths and Weaknesses

Strengths ・Has one of the best Up Tilts in the game
・Very good at edgeguarding thanks to Nair, Bair, and Neutral B
・Excellent aerial attacks
・Has some of the highest jumps of any character
・Powerful smash attacks
・Good projectile in Neutral B, as well as reflector in Down B
Weaknesses ・Rather mediocre recovery
・Poor mobility (slow movement)
・Gets combo'ed easily
・Extremely light and dies early

Falco Matchup Chart

Matchup Chart

Falco Image
-2
PikachuShulk
-1
ChromGreninjaInklingJokerKirbyLucinaMr. Game & WatchPichuPokemon TrainerRoySonicWarioZero Suit Samus
0
BayonettaBylethCaptain FalconCloudCorrinDiddy KongDr. MarioFoxHeroIce ClimbersKenLinkLittle MacLucasLuigiMarioMarthMega ManMeta KnightMii BrawlerMin MinNessOlimarPalutenaPeach/DaisyPit/Dark PitRosalina & LumaRyuSephirothSheikSnakeTerryWolfYoshiYoung Link
+1
Banjo & KazooieBowserBowser Jr.Duck HuntIkeIncineroarIsabelleJigglypuffKing DededeLucarioMii GunnerMii SwordfighterPac-ManPiranha PlantR.O.B.RidleyRobinSamus/Dark SamusSimon/RichterSteveToon LinkVillagerWii Fit TrainerZelda
+2
Donkey KongGanondorfKing K. RoolMewtwo

Notes About Matchup Chart

1. -2 = Disadvantage. -1 = Slight Disadvantage or Even. 0 = Even. +1 = Slight Advantage or Even. +2 = Advantage.
2. The matchup chart was based around both the opinions of professional players of each character, as well as our own experience through playing Falco.
3. Characters within each tier are unordered
4. Pokemon Trainer's individual Pokemon (Squirtle, Ivysaur, and Charizard) as well as Echo fighters with no significant difference than their regular counterpart are not shown.
5. For other characters who are not shown here, we are still investigating the matchup.

Falco Combos

Throw Combos
Down Throw→Dash→Nair→Fair
Up Throw→Nair
Up Throw→Dair
Bread and Butter Combos
Up Tilt→Up Tilt→Nair
Up Tilt→Up Smash
Dair→Up Tilt→Jump→Nair→Fair

Throw Combos

Down Throw→Dash→Nair→Fair

This combo will connect with opponents at a low percent. If you can pull off a dash right after down throw, this combo will land.

Up Throw→Nair

This combo will connect with opponents at various percents. If you are having trouble with dashing right after a throw, try this combo instead.

Up Throw→Dair

This combo will connect with opponents at a high percent. Becase down air spikes your opponent down, this combo is not guarunteed, but it can also be used as a kill combo.

Bread and Butter Combos

Up Tilt→Up Tilt→Nair

This combo will connect with opponents at a low percent. If your opponent is staying close to use, try using this combo.

Up Tilt→Up Smash

This combo will connect with opponents at a low percent.

Dair→Up Tilt→Jump→Nair→Fair

This combo will connect with opponents at a low percent. If you can make your opponent float up with down air, try to connect the rest of this combo.

Falco Frame Data and Moveset

Best Out of Shield Options

Move Frames
Neutral Air 6 Frames
Up Smash 7 Frames
Shield Grab 10 Frames
Forward Air 10 Frames
Up Air 10 Frames

Falco has access to quick out of shield options, with neutral air coming out on frame 6 for a fast punish, as well as up smash at frame 7, which is great for hitting opponents above Falco. Falco's good grab game also makes shield grabbing a decent option as well, albeit a bit slower than the aforementioned moves.

Jab (Neutral Attack)

1v1 Damage (%) Startup Frames
Jab 1
(A)
1.8 2
Jab 2 1.8 3
Rapid Jab (Multi-Hit) 0.36 3/8/13/18-
Rapid Jab (Finisher) 3.6 5

Jab

Falco's jab has extremely quick startup, allowing it to function as a quick get-off-me tool, and as a combo finisher,

Dash Attack / Tilts

1v1 Damage (%) Startup Frames
Dash Attack
(Dash + A)
10.8 8
Dash Attack
(delayed hit)
7.2 12
Forward Tilt
(← or → + A)
7.2 6
Up Tilt
(↑ + A)
4.2 5
Up Tilt
(2nd hit)
4.8 12
Down Tilt
(sweet spot)
15.6 10
Down Tilt
(↓ + A)
14.4 10
Down Tilt (sour spot) 12.6 10

Dash Attack

Falco's dash attack has quick startup and a long lasting hitbox, making it good for whiff punishing or catching landings. It has noticeable endlag, and cannot cross up shields, but it can be comboed into from some of his other moves.

Forward Tilt

Falco's forward tilt has quick startup, good range, ad can be angled up or down. Use it to control spacing and keep your opponent from moving in too close.

Up Tilt

Falco's up tilt has extremely quick startup, and can be comboed into several of his other moves, making it a vital part to his kit. It can combo into itself or an aerial attack, so utilizing this move in neutral is one way to take advantage of Falco's spectacular air game.

Down Tilt

Hitting an opponent with Falco's down tilt sends them up and slightly away, allowing him to folluw up with forward air, which can KO at higher percents. When spaced properly, it is relatively safe on shield, making it a good poking tool.

Smash Attacks

1v1 Damage (%) Startup Frames
Forward Smash
(Smash ← or → + A)
19.2 17
Forward Smash
(delayed hit)
14.4 20
Up Smash 1
(Smash ↑ + A)
4.8 7
Up Smash (2nd hit) 15.6 13
Down Smash
(Smash ↓ + A)
18 8
Down Smash 1 (sour spot) 14.4 8

Forward Smash

Falco's forward smash deals great knockback, but has noticeably slow startup, so it is mostly used for a hard read as a big punish.

Up Smash

Conversely, Falco's up smash is extremely fast, coming out on frame 7. At lower percents, it can be comboed into from up tilt or dash attack. Additionally, it is a great out of shield punish.

Down Smash

Falco's down smash is also very fast, coming out on frame 8, and hitting on both sides of Falco. It can be used for catching an opponent's roll, or as a get-off-me tool, since Falco's feet are intangible from frame 4.

Aerials

1v1 Damage (%) Startup Frames
Neutral Air
(1st hit)
3.6 3
Neutral Air
(2nd-3rd hit)
2.4 6/10
Neutral Air
(4th hit)
4.8 19
Forward Air
(Hold ← or → in the direction you are facing + A while airborne)
1.2 7
Forward Air (last hit) 4.8 26
Forward Air (landing hit) 3.6 1
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
15.6 9
Back Air
(← or → Opposite of the direction you are facing + A while airborne)
15.6 9
Back Air
(late hit)
8.4 11
Up Air
(↑ + A While Airborne)
10.8 7
Down Air
(↓ + A While Airborne)
15.6 10
Down Air
(delayed hit)
9.6 15

Neutral Air

Falco's neutral air is an attack where the upper half of his body will have a hitbox, and deal multi-hits to an opponent. It has very quick startup, but somewhat small range, so it can be used to try and snuff out an opponent's approach. If fast falled onto an opponent and landed before the final hit connects, it can be comboed into Falco's jab.

Forward Air

Falco's forward air has great range, and a deceptively long active hitbox. It is very good for edgeguarding opponents offstage. The move has a hitbox when landing, which many opponents tend to forget about, causing them to drop shield early and take damage. However, it is -10 on shield, so if an opponent holds shield until the landing hitbox ends, it can be punished.

Back Air

Falco's back air is a powerful move, good for KOing opponents at higher percents. It has good range, so it can be used to pressure opponents and catch their jump.

Up Air

Falco's up air has quick startup, and is excellent as a combo extender, or for juggling opponents in disadvantage. It can be comboed into from an up tilt.

Down Air

Falco's down air has a meteor hitbox on the first kick. It comes out pretty quick for a spike, so it is a great tool for edgeguarding offstage. When used on stage, it can be comboed into other aerials.

Specials

1v1 Damage (%) Startup Frames
Neutral Special
(B)
3.6 8
Neutral Special
(B, in the air)
3.6 7
Side Special
(← or → + B)
8.4 19
Up Special
(damage while charging)
2.4 20/22/24/26/28/30/32
Up Special (dash damage) 3.6 43
Up Special (tick damage while dash damage) 2.4 47/49/51/53/55/57/59
Up Special (last hit) 2.4 61
Down Special
(↓ + B)
6 5

Neutral Special (Blaster)

Falcos neutral special is a blaster that fires much slower than Fox's, but will cause flinching, making it a good move to snuff out approaches. When fired from the air, the blaster will travel farther than it does from the ground, so it is good to combine with short hop. For characters with poor air mobility, it can be a good edgeguarding tool, as it will stun them midair and cause them to lose momentum.

Side Special (Falco Phantasm)

Falco's side special lets him travel quickly in a horizontal direction. If it hits an opponent in the air, it has a meteor effect, which can in some cases lead to a reverse edgeguard. By inputting the move immediately after a jump, Falco can use it close to the ground, which lowers the amount of lag it has. However, if the move hits a shield, it will stop in place, leaving it open to a punish.

The move does not cause helplessness, so it is very useful for recovering horizontally.

Up Special (Fire Bird)

Falco's up special is mainly used for recovering. It is very susceptible to edgeguards, especially if angled sideways, so it is best used from below the stage.

Down Special (Reflector)

Falco's down special throws a reflector in front of him, which can send projectiles back at the user. It is a useful tool against zoners, and can begin reflecting projectiles from frame 1. Because of the fact that it cannot be held like Fox or Wolf's down special, moves like Link / Young Link's arrows which can be charged are able to hit Falco by timing the release right as the reflector's animation ends.

Grabs and Throws

1v1 Damage (%) Startup Frames
Pummel 1.56 1
Grab (Normal) - 6
Dash Grab - 9
Pivot Grab - 10
Forward Throw (Hitbox)
(← or → While Grabbing)
4.8 33
Forward Throw (Throw) 3.6 12
Back Throw (Hitbox)
(← or → While Grabbing)
7.2 18
Back Throw (laser follow up) 3.6 18
Up Throw (Hitbox)
(↑ While Grabbing)
4.8 7
Up Throw (laser follow up) 4.8 18
Down Throw (Hitbox)
(laser)
2.4 26
Down Throw (Throw) 3.6 33

Forward Throw

Falco's forward throw is mainly used for gaining stage control or putting an opponent offstage. It does not combo or KO, but it can sometimes be used to set up a jab lock.

Back Throw

Falco's back throw is mostly used for stage control or putting opponents off stage as well, but it can also KO opponents at very high percents when used near a ledge.

Up Throw

Falco's up throw is an excellent combo starter, allowing him to combo into up air, or his other aerials at about any percent, so it is often the go-to throw.

Down Throw

Down Throw will throw an opponent low to the ground, and at lower percents, can combo into dash attack or neutral air.

Final Smash

Attack Name How to Use Effect
Team Star Fox Press B after obtaining the Smash Ball Allows you to target an opponent, and if successfully hit, they will fired upon by Arwings, ending with massive knockback

Falco Balance Changes

Version 8.0.0 Balance Patch

Change
Down Tilt Attack Increased attack speed.
Adjusted launch angle.
Up Smash Attack Made it easier to hit multiple times.
Extended launch distance.
Increased the amount of time hit detection lasts.
Neutral Air Attack Increased speed of the last attack.
Increased attack range of the last attack.
Down Air Attack Reduced vulnerability.
Reduced vulnerability when landing after using the move.
Side Special Increased the amount of time hit detection lasts.
Increased attack speed when used on the ground.

Version 7.0.0 Balance Patch

Change
Other Increased shield size.

Major Changes from Smash 4

Change
Side Special
(← or → + B)
Will stop in front of an opponent if they are shielding. Cannot cross up shields and is easier to counter = Nerf.
Forward Smash
(← or → + A)
Range has been decreased. Nerf
Neutral Special
(B)
Blaster can be fired more quickly. Buff.

How to Unlock Falco

Unlocking Via Smash Mode
*32nd Fighter Unlocked**
After unlocking R.O.B. let 10 minutes pass OR play another battle in smash after soft-resetting OR return to the menu from World of Light
Unlocking via Classic Mode
Clear Classic Mode 4 times using Fox.
Unlocking via World of Light
Outer Space

There are three ways to unlock Falco. Completing any of these, then defeating Falco when they appear in the “a New Challenger Appears” screen will allow you to use them afterward.

How to Unlock Characters Fast

Falco Alt Costumes and Skins

Falco Alternate Costumes

Falco Reveal Trailer

Smash Ultimate Character Guides

Fighters.png
List of Fighters
Tier List
Tier List
Unlocking Characters
Unlocking Fighters

Character Stat Lists

Character Stats
Weights of All Characters Run Speeds of All Characters
Air Speeds of All Characters Fast Fall Speeds of All Characters

    The Like Feature

    You can save a comment for later by giving it a Like.
    As a member:Get access to several features!

    Opinions about an article or post go here.
    Opinions about an article or post
    We at Game8 thank you for your support.
    In order for us to make the best articles possible, share your corrections, opinions, and thoughts about "Falco Guide: Matchup Chart and Combos" with us!
    When reporting a problem, please be as specific as possible in providing details such as what conditions the problem occurred under and what kind of effects it had.

    New Comment

    • >>[6]
      Depends on who it is you struggle against. I'd say generally someone like Wolf or Palu is a good secondary for any character. Byleth's largest drawback is mobility and frame data, so a character with faster options and movement is your best bet.

    • >>[4]
      Hi! We actually have a section on Marth's matchups here:
      https://game8.co/games/SSBU/archives/281194#hl_2
      As Marth has great range and framedata, a good matchup will be a character that can whiff punish with quick burst options, and have a way to get in and find an opening! Quick characters with excellent frame data, like Pika, Greninja, or Sheik, ZSS, or Sonic are our top recommendations!
      Thank you for using our guides!

    All rights reserved

    Back to the Top
    Cookies help us deliver our services. By using our services, you agree to our use of cookies. Learn more