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            ?Z$ZZZ8D8OOI8888O8                                     
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              888DD888O8NND                                      
                DD88OOODDD8          _______________________      
                OD8OZ$8D8D          <A Falco Character Guide>             
               NDDDDD88DO                 _____________ 
              ZD$I?I7DDI                 <By: ModernSol>                       
             .DO7??INN.                   ____________
             8DZI+IMOI.                  <Version 2.00>
             NN$7?MMN                                   
             N877Z87D:.                                 
            7O7IIZDDMMMMNNDD                            
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             88OOZO8                                                

                                                                          
  _____________________
//                     \\
    Table of Contents
\\_____________________//

0. Updates

1. Introduction..................[Intro00]
 -> Character....................[Intro01]
 -> Sol..........................[Intro02]
 -> Terminology..................[Intro03]

2. Pros/Cons.....................[ProConL]

3. Stats.........................[Stats00]

4. Move List.....................[MovLi00]
 -> A Attacks....................[MovLi01]
 -> Aerial Attacks...............[MovLi02]
 -> B-Moves......................[MovLi03]
 -> Grabs........................[MovLi04]
 -> Miscellaneous Attacks........[MovLi05]

5. Playing Falco.................[Falco00]
 -> "I Prefer The Air"...........[PrfrAir]
 -> Combos.......................[Combo00]
 -> Spikes.......................[Spike00]
 -> Chaining your grab...........[Chain00]
 -> Recovery.....................[Rcvry00]

6. Strategies....................[Stratgy]
 -> Vs. Mode.....................[VsMod00]
 -> Classic......................[Clssc00]
 -> All Star.....................[Allstar]
 -> SSE..........................[SuSpE00]
 -> Stages.......................[Stage00]

7. Miscellaneous.................[Misc.00]

8. FAQs..........................[*FAQ*00]

9. Credits.......................[Crdts00]

10. Legal Stuff..................[Legal00]


  _____________________
//                     \\
         Updates
\\_____________________//

September 9, 2008 - Added another Combo. Added more to spiking (Spike Intercept)
 Added another term (Air Speed). Spell Checked. This completes version 2.0 and
 sorry for the lack of updates.

September 1, 2008 - Added More Terms. Combo.

August 9, 2008 - Added two new sections, Chain grabs and spikes. Added a combo
 to the list, and took a combo off. 

August 7, 2008 - spell check, added more to the moves sections, fixed the 
 last combo supposed to be [B-throw]. Hope to add more combo's next update.

  _____________________
//                     \\
       Introduction
\\_____________________//

_______________________________________________________

   -------------------------------------------------
   |Character                              |Intro01|
   -------------------------------------------------
_______________________________________________________


Falco Lombardi was first introduced in the SNES game, Star Fox, as the best 
pilot of Fox's three wingmates. In later games, he is further detailed as being
brash and egotistical, as well as suggested to have formerly been a gang 
member.

In 2002's Star Fox Adventures, Falco is notably missing for nearly the entire 
game. This is simply due to the fact that he was not able to be properly worked
into the plot. A manga entitled Star Fox: Farewell, Beloved Falco came with the
Japanese edition that takes place during the eight-year gap between Star Fox 64
and Adventures. The comic explains Falco's absence, and directly leads up to 
the events of Adventures. Near the end of the game, Falco aids Fox during the 
final boss fight and shortly appears again to join the other main characters in
the ending cutscene.

Star Fox: Assault sees a more tame Falco as part of the core team again under 
the title of "Ace Pilot". Every one of the story mode's missions has Falco in 
his Arwing, as he never joins Fox on foot like Slippy and Krystal. In Star Fox 
Command, Falco has again isolated himself from the rest of the characters, 
though he is still considered to be a member of Star Fox. Falco, like all, 
pilots a customized vehicle, his own being the Sky Claw, a slim Arwing-like 
fighter with forward-swept wings armed with a single laser and a multi-lock. 

 ________________________________________________________
   
   -------------------------------------------------
   |ModernSol (Me)                         |Intro02|
   -------------------------------------------------
 ________________________________________________________

I have been smashing since the first Super smash brothers, this is my first 
FAQ. I played as Ness in SSB and Sheik in Melee, but since both of them got 
nerfed this time around (Ness got better since Melee, but to no level you used 
to be, and sheik can't even KO at 150%) I felt it was time to move on. I hadn't 
settled on a single player in brawl for a long time. Sure I could use many of 
them but couldn't find one i wanted to main. I stumbled on Falco by accident in 
Brawl, I had used him as my third in Melee so i wasn't totally noob when I used 
him in the SSE, but it wasn't the first trip to SSE that made me love Falco, it 
was my second. I was helping a friend in his SSE time and I was the only one 
left fighting Tabuu on Intense and I just lost my best character (Diddy Kong at 
the time) so i was forced to use Falco. To make the long battle short, I won 
and have mained Falco ever since. 

If you want to contact me about this guide with information, combo's, tips or 
anything I missed, then here is my email: 

[JessieSears@live.com]

Let Me know what it is and what name you want to be credited with.

*Note: I will delete all e-mail that doesn't have Falco guide in the title, 
I will assume it is junk or a virus.* 

 ________________________________________________________
   
   -------------------------------------------------
   |Terminology                            |Terms00|
   -------------------------------------------------
 ________________________________________________________
 
[D, U, F followed by tilt] - This indicates that it is a tilt attack in a 
certian direction (eg. [F-tilt] would be a forward tilt) 

[An Arrow followed by smash] - A smash attack (eg. [>Smash] would be a foward 
smash attack)

[Arrow followed by a 'B'] - A special move (eg. [^B] would be an up special 
move)

[N, D, U, F, B followed by 'air'] - This is a mid-air attack (eg. Nair would 
be neutral air attack, just pressing the A button without a direction)

[Short hop] - Pressing the jump button very lightly to only jump about a 
quarter to half the distance you would normally jump. Falco's Short hop isn't 
as small as it used to be.

[Teching] - When you are knocked back in the air and are about to hit the 
ground you press L or R and you hit the ground but flip back up into a standing 
postion. 

[Spike] - Hitting an opponent while they are in the air with an attack that 
sends them straight down, normally used to kill.

[Edge-Guarding] - Blocking the attempts of a recovering opponent to reach the 
stage after being knocked away.

[Edge hogging] - Holding onto the edge so the opponent can't grab it.

[Meteor Mash] - An attack that is a weaker version of a spike, sends the 
opponent down but then aren't sent as fast.

[Wavebounce] - Setting up the controls on a gamecube controller so the C-stick 
is special attacks. Using this you can jump and special while performing a 
wavebounce that sends you recoiling the opposite way and thus getting added 
range on your specials.

[Wall Jump] - Jumping off of a wall by jumping into a wall then pushing the 
control stick the opposite way while on the wall. You will push off the wall 
and get a third jump, that doesn't waste your up special or your second jump 
if you saved it. 

[Dash-Cancel] - This is an advanced Technique that can be really hard to pull 
off when you first start, not to mention painful, (my thumb was so sore the 
first few times I couldn't press the b button). It involves cancelling your 
dash attack into an up smash so you can do one of two things, move further 
with the attack or do two attacks at pretty much the same time. For Falco its 
the later. More on this technique's uses in the combo section.

[Chaingrab] - Grabing some one throwing them, then grabing them again, and 
again, until it becomes impossible to continue or you end it with an attack. 

[DI] - Stands for 'directional Influence', when you are falling or knocked 
away then you can move a little by tilting the control stick in a direction 
and your character will move in that direction. It is useful even in high 
level game play to avoid trapping moves (eg. Falco's neutral A jab combo).

[SHDL] - Using a short hop and firing the blaster twice. Effective and a 
useful technique to any Falco player. 

[SHFFL] - Stands for Short Hop Fast Fall Laser, you short hop, fire your laser 
and fast fall.

[SHFFDL]- Stands for Short Hop Fast Fall Double Laser, you short hope fire two 
lasers and fast fall to the ground. 

[Fox-Trot] - hitting the dash button letting it return to neutral and then 
hitting dash again, only letting the intial dash animation perform. This can,
for some characters, make them move faster than dashing on its own. 

[Powershielding] - Hard to pull off without thinking about it. You shield just 
as the attack is about to hit you, the sheild won't actually come up just shine
and you won't have any lag or knockback. Its useful when it happens but don't 
count on it.

[Mid-Air Jump] - Your second jump, just press the jump button again while in 
the air, you only get one in the air.

[Sweetspot] - There are two sweetspot types, one is for attacks the other is for
the edge. The attack sweetspot is when you hit an opponent with an attack in the
right frames with the right part of the attack animation, it is stronger and 
harder to hit with. Almost every attack has a sweetspot, some are stronger than
others. The ledge sweetspot is when you grab onto the edge and it is bigger or
smaller depending on the character you are using (Falco has a large sweetspot).
 
[Air Speed] - Air speed, despite the name does not mean how fast you travel
in the air, it is insted how well you can move in the air. An example would be
Jigglypuff's air movement compared to the likes of Bowser. 

 ________________________________________________________
   
   -------------------------------------------------
   |Pros/Cons                              |proconL|
   -------------------------------------------------
 ________________________________________________________


Pros:

-Very useful Projectile
-Can short hop double laser
-Reflector 
-Fast tilts and Aerials, that come out quickly and have little after burn.
-Highest intial jump if full hopped
-Down Aerial (Dair) is one of the best spikes
-Can chain throw opponents at low percents
-All Attacks combo well into each other
-Balanced between ground and aerial combat
-Can Wall jump
-Fast attacking speed
-Most moves are quick solid hits
-Little overall lag
-Large range in most smash attacks
-Can "Dash-Cancel" into up A smash
-Blaster can stun
-Two recoveries (Falco Phantasm / Fire Bird)
-Can sweet spot edges from a fair distance away

Cons:

-Down Aerial has small window of opportunity to spike
-Fire Bird has short distance 
-Forward Air has takes a long time to end its attack frames
-Reflector cannot protect back

 ________________________________________________________
   
   -------------------------------------------------
   |Stats                                  |Stats02|
   -------------------------------------------------
 ________________________________________________________


Strength: Medium

Speed: Fast

Wieght: Medium

Average Attack %: (13%)-(18%)

 ________________________________________________________
   
   -------------------------------------------------
   |Move List                              |movli00|
   -------------------------------------------------
 ________________________________________________________

Each Move will be broken down in this format so there is no confusion
*Note: all percentages are under standard conditions and against Mario*

Name: (the name of the buttons that are used)
Strength:(weak, medium, or strong)
Speed:(very slow, slow, medium, or fast)
Knockback:(None, low, medium, high)
Percent: (the Percent of Damage the attack causes)
Directional Influence:(where this attack will throw the oppenent)
Lag: (how much the move lags AFTER the attack animation is over)
Opinion:(what i think of this move)


  _____________________
//                     \\
       [A] Attacks       
\\_____________________//


[A-A-A]
Strength: Weak
Speed: Fast
Knockback: None
Percent: 4% -> 2%Infinate
Directional Influece: Traps In Front
Lag: Almost None
Opinion: One of the better jab attacks, but since most Jab attacks suck that 
isn't saying much. Falco can cancel out of this attack quickly to be followed 
up with a tilt and if your opponent is close to the edge then you can use 
this to trap them there for a little while. Most people will DI out of it so 
don't expect a lot of Damage from this move.

[F-tilt]
Strength: Medium
Speed: Fast
Knockback: Little
Percent: 9%
Directional Influence: Forward
Lag: Little
Opinion: It is not as good as it was in Melee, it is too weak to kill, and the 
knockback is just a little bit to much to combo with at high percents. This can
still be used to end ground combo's when the opponent can't be smashed.

[D-tilt]
Strength: Weak-Medium
Speed: Fast
Knockback: Medium
Percent: 12%
Directional Influence: Up and Forward
Lag: medium
Opinion: You should only use this to set up combo's into the air, but there is 
a better option for a starter of aerial combo's. It is weak but can be used to 
edge guard the opponent up and into a spike, if the percent is just right. 
Very situational. 

[U-tilt]
Strength: Medium
Speed: Fast
Knockback: Medium
Percent: 9% (if both attacks hit)
Directional Influence: up
Lag: Little
Opinion: A great aerial combo starter, it can be abused at low percents a few 
times then lead straight into one of the many good Aerial's that Falco has. 
It's great, use it. 

  _____________________
//                     \\
      Aerial Attacks      
\\_____________________//

[Nair]
Strength: Weak
Speed: Fast
Knockback: Low
Percent: 12% (If all three attacks hit)
Directional Influence: up and forward
Lag: Little
Opinion: It will normally only hit all three times if you use it while coming 
up on the opponent. In other words if the opponent is above you and you jump to 
meet them and intiate the attack then all three hits will connect. It is 
situational, it is a solid attack but because of the conditions it isn't as 
good as it could be. Still this move is better than the Fair because of no 
landing lag so don't Fair, just Nair. 

[Fair]
Strength: medium
Speed: fast
Knockback: Medium
Percent: 11%
Directional Influence: Forward
Lag: A Lot (if you don't connect with an opponent)
Opinion: It is a multi-hit attack that has about 7 hits to it and though that 
sounds good the last hit is the only good one and the amount of lag that 
follows this move, it just isn't worth the use. You can however use it to 
chase the opponent off the stage, but you need to be above the platform when 
you initiate this attack or you risk a suicide. 

[Dair]
Strength: Strong (If spiked)
Speed: Fast
Knockback: High (If spiked)
Percent: 13%
Directional Influece: Down (If spiked), forward an behind if not
Lag: Little
Opinion: USE IT! If you boycott this move then you will never be a pro Falco 
player and you will never be respected! Master this move and you can kill as 
low as 50%. I recomend going into training mode and mastering when this move 
will spike (it is in the middle of Falco's legs and only at the begining of the 
attack). This is one of the best spikes in the game and should be used a lot. 
More on this moves potential in the "Playing Falco" section.

[Bair]
Strength: Medium
Speed: Fast
Knockback: medium-high
Percent: 13%
Directional Influence: back
Lag: Little
Opinion: A solid, good aerial that can always be relied on. It is a sex kick, 
can be short hopped, and fast fallen. This move is a good KO move when you are 
chasing the opponent off the edge or edge hogging them. Just grab the edge then 
when they get close drop off the edge, Bair and recover back.

[Uair]
Strength: medium
Speed: Medium
Knockback: medium
Percent: 13%
Diretional Influence: up
Lag: little
Opinion: It isn't a KO move by any means and shouldn't be used as such, it is a 
good combo finisher, thats about it. It does have one thing going for it, if 
used while the opponent is in the magnifying glass above you then you have a 
good chance of KO'ing them. 

  _____________________
//                     \\
      Smash Attacks       
\\_____________________//

[>Smash]
Strength: Strong
Speed: Fast (medium start up time)
Knockback: High
Percent: 15%
Directional Influence: Forward
Lag: Little
Opinion: Falco's best option for a ground KO. It is strong, fast (though it 
should be noted that the start up frames can be a bit laggy and need some 
getting use to), and has only a small amount of lag frames after the attack, 
so if its sheilded or dodged, or not strong enough then you can follow up with 
another attack. The range is kinda odd on this move, because it can reach very
far ahead of Falco, but the knockback changes. When hit with the arms the 
attack is at its strongest, when hit with the wind it creates the opponent is
only knocked a little bit but still takes a lot of damage, most of the time you
should aim for a hit with the arms, but the wind's lack of knockback can be 
used to combo with. Sometimes if the opponent is hit at the very start of the
attack they will be sent the opposite direction.

[^Smash]
Strength: Medium
Speed: Fast
Knockback: Medium
Percent: 14%
Directional Influence: up (Can vary)
Lag: Little
Opinion: Can KO but at higher percents than the [>Smash]. It can be used in a 
standard Falco Combo but more on that later. It will hit in front of Falco, on 
top of him, as well as a little bit behind him. The opponent goes the 
direction you hit them, but expect them to go up most of the time. 

[VSmash]
Strength: Strong
Speed: Fast
Knockback: medium
Percent: 15%
Directional Influence: Forward or Backward (depending on angle of the coming 
opponent)
Lag: little
Opinion: Can be used to edge guard the opponent while they are hanging off the 
edge or, if timed right, just before they grab the edge. It isn't the best 
option though, it can be used in low percent combo's, won't normally KO like 
his other smashes. 

  _____________________
//                     \\
       [B] Attacks        
\\_____________________//

[B](Blaster)
Strength: Weak
Speed: Fast (faster if in the air)
Knockback: Little to none
Percent: 3%
Directional Influence: None
Lag: little
Opinion: It is a bit faster and a bit slower than in Melee. I know that didn't 
make sense but just hear me out. It is faster in a sense that the shots 
connect faster and are harder to avoid, but when on the ground putting the gun 
away takes forever. In the air this is signifigantly reduced so this move 
should normally be short hopped. This move stuns, so it can negate any speedy 
units mobility. This moves combo potential isn't that great cause it doesn't 
really lead to anything, but it can be used to camp and hit opponent when you 
need a breather. Just remember to short hop with it to reduce lag, cause the 
opponent will likely chase after you. 

[>B](Falco Phantasm)
Strength: Weak
Speed: Fast
Knockback: Low
Percent: 7%
Directional Influence: Down/None
Lag: medium
Opinion: A great recovery, and a terrible attack. Use it only to recover. The 
interesting thing is that this move is a meteor mash so if someone is chacing 
you off the edge (Meta Knight! Pit! I'm looking at you) then you can just Falco 
Phantasm then into the abyss, most people don't expect it. The start up lag can 
sometimes be annoying, same with the ending lag but small price to pay for a 
good horizontal recovery. 

[VB](Reflector)
Strength: Weak
Speed: Fast
Knockback: Low
Percent: 6%
Directional Influece: Forward
Lag: little
Opinion: This is probably the one move that changed the most, it is now a full 
on attack. It acts like a boomerang, in which it will be kicked and damge 
opponents then return to Falco, it will not do damage on the way back to Falco,
but it reflects the whole time it is out, it stuns and can trip the opponent,
but only when the opponent is either charging an attack, or in the dash 
animations. Interesting to note, Falco has invinsibility Frames in this move, 
when he is blue for about 5 frames he won't be stunned, though it has such a 
small amount of frames it will mostly happen by accident. If you can find a way
to use this property then let me know. It will reflect abnormal projectiles 
like Pikachu's thunder and the pikmin from olimar. It won't stall in the air 
and the resulting lag means this move is better on the ground. The hit box is 
better in the middle and when it hits and opponent it will not stop or change 
its direction, also it goes through walls and ledges. Many different and useful
properties to this one... 

[^B](Fire Bird)
Strength: Medium
Speed: Medium
Knockback: Medium
Percent: 15%
Directional Influence: up and forward
Lag: Medium
Opinion: A very mediocer attack and recovery. It is the only option to 
recovery up with and thanks to Falco's great edge sweetspot range we can 
actually recover from the tip of the magnifiying glass to the edge if you go 
straight up. Diagonally this move sucks. You can try but most times Falco will 
self KO. This is a great move for boss battles, because the bosses don't flinch
and so you can hit the boss with all the attacks incorperated in this move and
rack up large chunks of damage, just be sure not to kill yourself off an edge
or while your lagging.


  _____________________
//                     \\
      Grab Attacks       
\\_____________________//

Grabs will be evaluated differently, more like this:
*Note: the lag is considered to be the same for each grab with little variation

Strength: 
Knockback:
Percent:
Directional Influence:
Opinion:

[Pummel]
Strength: Weak
Knockback: none
Percent: 2%
Opinion: Is the standard grab pummel, use it only at high percents when you 
know that they can't escape your grab as fast. You should always concisider 
pummelling before you throw. 

[F-Throw]
Strength: Strong
Knockback: High
Percent: 7%
Directional Influece: Forward
Opinions: A good attack to kick the opponent off the edge of the main platform 
of a stage, but it doesn't do much else. Can't really combo into this and it is 
the weakest of all his possible throws. By weakest I mean its the one that 
isn't the best option and shouldn't be used all that often it isn't the 
weakest by strength. 

[D-Throw]
Strength: Medium
knockback: Low
Percent: 9%
Directional Influence: Forward
Opinion: In Brawl grabs were made so you couldn't chain grab like you would in 
Melee, but Falco is among the select few who can bend this rule and chain grab. 
As with all Chain grabs they can only be done at low percents and Falco's Down 
throw is no different. To perform the chaingrab you need to throw the opponent 
down, they will be sent in front of you and then you dash grab, do not sheild 
grab them or stop to grab, dash grab them or it will not work, then down throw 
them again, repeat until you get to the other side of the stage or until about 
50% for light and mid-wieght characters, and about 60% for heavy characters. It 
can be used for combo's and to rack up damage early in a match. The most useful
grab Falco has. 

[U-Throw]
Strength: Medium
Knockback: Medium
Percent: 9%
Opinion: Good combo throw, use it to set up aerial attacks, the direction the 
opponent ends up in is in front of you so the Bair isn't good unless you change
your direction and that takes a lot of time and the opponent would have 
recovered by then. 

[B-Throw]
Strength: Medium
Knockback: high
Percent: 10%
Opinion: Use it when the time comes. The perfect time is when your back is to 
the end of the main platform of a stage, the opponent is to high of a percent 
to chaingrab, and you are close to the end of the main platform of the stage. 
It can be used despite these conditions but these are the most ample 
conditions. Better than the forward throw and does the same thing, gets them
off the stage. 


  _____________________
//                     \\
          Misc.           
\\_____________________//

[Final Smash]
Strength: Strong
Speed: Fast-Medium
Knockback: High
Percent: Varies
Directional Influence: Everywhere
Lag: None
Opinion: Ah the Landmaster, it will never be original cause there are three 
total landmasters in the game. It is one of the best final smashes, not the 
best (stupid golden headgehog) but is a better one none the less. It has three 
total attacks and this move will be detailed in a later section. 

[Edge Attack Below 100%]
Strength: Medium
Speed: Fast
Knockback: Medium
Percent: 8%
Directional Influence: forward
Lag: Little
Opinion: the better of the two as usual with smash bros. hold off from damage 
and your rewarded with better attacks. Use it when you can, it isn't a life or 
death thing but it helps. 

[Edge Attack Above 100%]
Strength: Medium
Speed: Slow
Knockback: High
Percent: 10%
Directional Influence: forward
Lag: high
opinion: not as good as below the 100% it is slower and more predictable, 
harder to recover if it misses and you can't really use it to string attacks. 
Better off dodging from the edge than attacking with this.

[Dash Attack]
Strength: Medium
Speed: Fast
Knockback: Medium
Percent: 9%
Directional Influence: Up and forward
Lag: None
Opinion: Can be used to combo with really well. Use it after a chaingrab with 
a dash-cancelled up smash for some good damage and a lead into an aerial combo 
and hopfully a spike. 

  _____________________
//                     \\
      Playing Falco      
\\_____________________//

_______________________________________________________

   -------------------------------------------------
   | Personally, I Prefer the Air          |PrfrAir|
   -------------------------------------------------
_______________________________________________________

This is the Section where I tell you about Falco's different moves, when to 
use them, and what to do with them. This is the section I was talking about 
when I refered to the more detailed analysis in the Moves section. Each 
section will be evaluated differently and there might be mini-sections within 
these sections. 
  _____________________
//                     \\
       Final Smash
\\_____________________//

-----------------------------------------------------------------
"Hands off my Prey": Getting the Smash ball
-----------------------------------------------------------------

You have a good way to get the elusive smash ball. A Laser. You have a laser, 
a freakin laser! Everyone else will scramble to follow that smash ball all over 
the stadium and duking it out with people along the way, but you will be ready 
in the back with your Laser. In general it takes about three hits to break the 
ball. With powerhouses like Ike, Bowser, Ganondorf, and DK then its about 2 or 
1 if they get a good hit in. Just judge when to blast the ball with the 
blaster, if its not in range or anything like that then you are fast enough to 
chase it down, just make sure you are the one to hit that last blow. Nothings 
worse that a stolen smash ball and the resulting KO. 

---------------------------------------------------------
"Go on, Try me": Using your smash ball and the Landmaster
---------------------------------------------------------

Use the smash ball right away cause you will lose it if they opponent knocks 
it off of you, you can save it to attack the opponent as you fly up but that 
isn't where most of your damage will come from, and besides they can DI out of 
your landmasters range. The Landmaster is useful and invulnerable so fire, 
jump, and turn away. The only thing is the time limit... You have to make the 
most out of your Landmaster in about 18 seconds. Falco's landmaster isn't the 
same as Fox's nor Wolf's. It is a much better jumper/flyer and has better 
control in the air, though it isn't very trong. But it is still no sloutch 
it's cannon can be used and same goes with its ramming abilities. Obviously 
though you should be trapping people on top of you and boosting them up for a 
star KO. 

  _____________________
//                     \\
       [B] Blaster
\\_____________________//

The staple of the Star fox smash bros metagame. I like to think that Falco's 
blaster is infinatly better than Fox's but the truth is that they are almost 
equal, Falco's has more uses though because of its 'stun' properties. 
*This section is divided up into supsections like the Final Smash.*

-----------------------------------------------------
"Your Off Your Game Fox" : Blaster's basic properties
-----------------------------------------------------

-It can stun the opponent
-It travels in a staight line unless it hits a regular R shield at the right 
 moment and is deflected
-Can be reflected with the:
	Cape
	Reflector
	Mirror Sheild
	Angel Ring
	Nayru's Love
-Can be absorbed to recover percent by Ness and Lucas' PSI magnet 
-Is absorbed by Marth, Ike, and Lucario's Counters
-Slower than Fox's
-Faster than Wolf's
-Can be Short hopped
-Two shots per short hop
-5 shots per full hop
-Can be wavebounced (B-sticking is required, unless proven wrong)

-----------------------------------------
"Had Enough Already?" : Using the Blaster
-----------------------------------------

It can be used for a limited approach, but that is no where near as god like 
as it was in Melee. Instead you should normally start off a match with a 
SHFFDL. This will stun the opponent and stop them from initiating anything at 
the start of the match when you could be vulnerable. Another use is when the 
opponent is off the stage and a little bit above the platform, you can short 
hop again and double laser them stopping their recovery and maybe even making 
them self KO. The convient thing about the SHFFDL is that the first stun will 
lead into the next one, so both of them will normally hit unless the opponent 
is at a really obscene amount of percent. But that should never happen cause 
you would have killed them by then, right? Right? You can chase really high 
opponents with a full hop if they are off the stage but so long as they are on 
the stage then you should be using a SHFFDL.

  _____________________
//                     \\
      [VB] Reflector
\\_____________________//

It is very different from Melee, Fox's, Wolf's and any other reflector out 
there. Here is everything you need to know about Falco's Reflector. 

----------------------------
Reflector's Basic Properties
----------------------------

-Can reflect all projectiles but Din's Fire (But really who can reflect that?)
-Is more of an attack than before
-Can cause slipping 
-Acts like a boomerang
-Reflects the whole time it is out
-Does not do damage on the way back to Falco
-Will go through walls
-Does not protect from behind
-Can reflect abnormal projectiles (eg. Pikachu's thunder. The lightning, not 
 the explosion, Olimar's Pikmin, etc.)
-Will return to you right away if you are hit while it is out
-Medium hit box
-Attack can set up combo's
-Comes out very fast

-------------------------------------
"Piece of Cake" : Using the Reflector
-------------------------------------

Use it to reflect projectiles, Duh. 
But as an attack you can use it a few different ways. The most useful is if 
you are in an opponent's ground combo. Fire your reflector at the opponent if 
they just won't leave you alone, it comes out quick enough that it will 
normally disrupt them and most of the time cause them to slip, leaving them 
wide open and ready for you to combo. It can reflect anything so use it when 
pit starts to camp and spam his stupid arrows, or the annoying fox with his 
laser, or shut samus down with a well timed reflection of her charge beam/
missles, or - well you get the point. There are many other uses for the 
reflector its up to you to figure out how you can use it, some people tend to 
forget that Falco's reflector is there much less it that it can even be used 
in regular game play, but it is still useful. Just don't forget you have it.


_______________________________________________________

   -------------------------------------------------
   | Combos                                |Combo00|
   -------------------------------------------------
_______________________________________________________


[Grab] -> [D-throw] -> [Grab] -> [D-throw] -> [Dash Attack] -> [^A] 

The Standard Chain grab, grab until at a good percent and then let them have 
it with a finisher combo. It is pretty standard but I will go over how to 
perform it anyways. Just grab the opponent, either out of a sheild or from a 
regular grab, throw them down, this will place them in front of you, dash at 
them and grab them again, down throw, reapeat this and end with a dash 
cancelled Up smash. Can rack up the opponent from 0% -> 73%.

[Chaingrab] -> [Dair]

Perform the above combo and then after you have dash attacked them forget the 
dash cancel and hopefully they are off the edge and you can spike them with a 
short hopped Dair. Is useful for getting an early KO from 0% and scare your 
opponent.

[U-tilt] -> [U-tilt] -> [^A] -> [Uair] -> [Nair] -> [Bair]

Up tilt the opponent into the air rack up some damage and finish with a high 
knockback attack. At higher percents forget the second up tilt and just 
continue the combo. This works nicely if the [Chaingrab] was interupted, or if 
it didn't do the job. You will need to use your second jump to connect with 
the [Bair] and land before the [Nair] to fit it all in. 

[Dair] -> [Dair] -> [Dair] -> [Dair] -> ...

Ok yah this seems stupid and you might even think I have a problem with the 
paste tool but really this is a technique and a useful one. Its called Spike 
Walking and it invloves using Falco's dair spike to hit grounded opponents up 
then spike them back doen then up then down and repeat to rack up damage. 
Because of the good angle of his spike Falco can push the opponent over the 
edge for a double spike kill (double spike means hitting them up with a spike 
then down to death over the edge). Falco is the best user of this technique 
and though not as useful as a chain grab when it is paired with the grab and 
dash cancelled up smash it will go from 0% to kill in no time and leave your 
opponent stupified. A high percent combo, you need to be quick to pull this
off.

[Grab] -> [B-Throw] -> [>B] -> [Bair] -> [Bair]

Simple and effective the nice thing is it can be used at higher percents, most 
combo's need to work on lower knockback but since this move has two knockback 
hits you will send them off the edge and though it might not kill them it will 
leave you in a postion of advantage for edgeguarding.

[^Smash] -> [Dair] -> [Bair]

A good combo to use on opponents who won't DIE! Smash them up with your smash, 
either by a dash-cancel or regular attack (An up tilt can also be used at 
higher percents) so long as they end up above you. You rise to meet them with 
a full hop, smack them back down to the ground, then FAST FALL! This won't work 
unless you fast fall the end of the Dair, it should stop the animations before 
you end your jump, you will be near the ground right in front or them and then
you can Bair them to send them away. This is only three moves, but is harder to
connect with fully without a skilled player behind the controls.

[AAA] -> [No Hold] -> [Reflector]

Simple and very effective when near the edge. You start with your neutral [AAA]
combo and when you start to twirl stop and hit the opponen with your reflector.
Chances are (if near an edge) you will knock them off the edge and they might
be unprepaired for the recovery. Even so the reflector will knockthem down and
horizontal so you can always edge-guard or edge-hog.

[>B] -> [Bair]

Falco phantasm them, then hit with a your [Bair]. The Phantasm will always send
them behind you so you are in perfect position to Bair them away, sometimes if
the percent is just right you can actually hit them with three [Bair]'s, once
after the [>B] then right away again if they aren't sent far, mid-air jump and
hit them again. This work wonders when you recover with the Phantasm, hit the 
opponent and then bair them off the edge.

_______________________________________________________

   -------------------------------------------------
   | Spikes                                |Spike00|
   -------------------------------------------------
_______________________________________________________

A lot of your in battle combo's should either contain a spike or end with a 
spike. [Dair] can be used in almost every situation, to hit the opponent up you
short hop and Dair, to ground the opponent and gain an advantage, you spike 
them from a full hop while they are airborn, or if just need to end a combo and
put yourself in control then the spike is your move. There are some different 
techniques associated with the spike so this section is divided up into sub-
sections. 

  _____________________
//                     \\
     Spike Guarding
\\_____________________//

This is just the term for using your spike off the edge of the stage to hit 
the opponent down, this normally should be short hopped but doesn't have to if
using a proper technique, but that still isn't that much better than the a good
short hop. An additional thing with this Guarding technique is the [Spike  
Intercept]. This term is just you using your spike at the perfect time against
certain recovery moves that opponent might use. The Spike last about three
quarters of a second then it just becomes a regular attack so you need to time 
the spike to come out when the opponent is about to hit you with thier recovery.
The moves that can be intercepted very well with this technique are as follows:

 -Luigi: [>B] Green Missle
 -Diddy Kong: [>B] Monkey Flip
 -Jigglypuff: [B] Rollout
 -Fox: [>B] Fox Illusion
 -Falco: [>B] Falco Phantasm
 -Lucario: [^B] Extremespeed
 -R.O.B: [^B] Robo Burner
 -Sonic: [B] Homing Attack / [>B] Spin Dash / [vB] Spin Charge
 -Wario: [>B] Wario Bike
 -Wolf: [>B] Wolf Flash

*Note: That if your opponent is on the edge and get up by jumping if you are in
the air and meet them with a spike they will be shut down either to the ground 
or on rare occasions off the edge, no matter which their plans will be screwed
and you can take advantage of that. Also glides can be [Spike Intercepted].*



  _____________________
//                     \\
           DI
\\_____________________//

DI is very important when spiking, since the spike only happens withint he 
first frames of the attack you must be able to DI away fromt he opponent if you
miss or if you hit and can make it back onto the stage. Let's piant a picture.
You are in the middle of a chain grab and getting close to the edge, you know
that they won't escape before you reach the edge and so insted of ending this
with a dash cancel (which is impossible near the edge of the stage, not to 
mention useless), you end it with a spike. The last [D-throw] will send them
just a bit on top the edge and thus you can spike from the edge with a short 
hopped Dair and send them flying down, with proper DI you will make it back 
onto the stage without having to resort to a recovery or second jump. When you
miss then you can either DI towards the opponent and use a second jump and 
try to spike again, or you can DI away so you are safe to land and resume the
onslaught. DI is always important, I just thought it should be mentioned here.

  _____________________
//                     \\
      Rising Spike
\\_____________________//

The rising spike isn't really a technique... It is a spike that when performed
right will raise you with a jump. If that made sense. To perform it you must 
jump then Dair while still full hopping, the result is a short hopped spike in
the first few frames and then you continue the animation as you rise from the
jump. How is this useful? Well I get the most use out of it when I am spike
guarding the edge. You just use this technique and you have a lot of room to
DI back to the stage which is always nice. 

_______________________________________________________

   -------------------------------------------------
   |Chaining your grab                     |Chain00|
   -------------------------------------------------
_______________________________________________________

Chain grabbing is a good technique and most characters that can't are jealous
of the ones who can. Most online play you will see Falco players spam this 
technique and go for a kill, and I never suggest using the same combo two times
in one match. But I'm getting ahead of myself, you must first learn how to 
chain grab. 

  _____________________
//                     \\
        Chaining
\\_____________________//

Too chain grab you need to use your [D-throw] this is the only way so get used
to pressing down when you grab someone. Well you threw them down but they 
aren't close enough to just grab again, you need to dash at them. Just be sure
to not dash past them, infact the first animation is the only animation you 
need to see in order for you to lead into the next move which is the grab 
again. Be sure to grab the opponent with a dash grab, do not sheild, stop, or 
slow down, just dash and grab, dash and grab, dash and grab. Falco has a pretty
good grab range so you might not miss. Normally if you do its because the 
opponent has too much percent, they air dodged or you didn't dash right. 

  _____________________
//                     \\
     Ending Options
\\_____________________//

Once you get the chaining down the hard part is over, the opponent is at your
every whim, but only until high percents. So lets finish this huh? Well you got
options, since the opponet can't really do anything and they will be in range 
of all of your attacks. The most popular are a dash cancelled [^Smash] for a 
solid 23% and good knockback, or a spike when over the edge. Both are viable 
and recommended. Also with those two main choices you have the options to smash
attack them with a [VSmash] or [>Smash], up tilt is the best tilt option 
because it can be followed with more aerial combo's, or the reflector, these
options don't come out as quick but are still good if you get predictable. Also
the Dash attack alone can be a good option. The one thing that is very important
to remember is that after about 45% the opponent will have a lot of knockback so
you might want to stop chaining before this so as to get in a good combo. Keep
control. 

  _____________________
//                     \\
       Dash-Cancel
\\_____________________//

Oh how I love to Dash-Cancel. This is an advanced technique that stops your 
dash attack with an [^Smash] and becomes very good in high level play. What 
you do is dash at an opponent, you must intiate this dash attack close to where
the opponent is or will be because the attack can only be used if done near the
begining. Once the dash attack is started and the opponent is hit with the 
middle of Falco's legs you will have to smash up on the C-stick. (Yes this 
does require a smash-stick configuration so no B-sticking for you). This must 
be doen quick and if doen right you will hit the opponent then the smash will 
connect and send them away. This becomes almost impossible to do after about
65% because your Dash attack will send them too far away. 
  _____________________
//                     \\
          Who???
\\_____________________//

Unfortunatly there are some characters who cannot be chain grabbed (that was
a lie every character can but the ones who I say can't, cannot be chain grabbed
for more than two times so there is no point) and some people are really good 
with DI. This section will cover who can be chained and for how long. These do
not include any ending attacks, just the grab until they can start to move 
around before you can dash and grab them. 

This is the format of the Chain grab section. 
>Character Name< 
Chained: (if they can be chain grabbed)
Percent: (the Percent after the last possible throw) (then the amount of times
 that that percent means)
Best Finisher: (what you should end the chain grab with for this character)
Why?: (why you should be using that finisher on that character)

>Mario<
Chained: yes
Percent: 45% (5x)
Best Finisher: Spike or dash attack
Why?: If you smack him into the air he is where he performs best so you should
 go for the spike or if thay doesn't become possible use a Dash attack to send
 him away, a smash might work but normally he is too quick.

>Luigi<
Chained: yes 
Percent: 45% (5x)
Best Finisher: Spike
Why?: Never put Luigi in the air. He will use his high priority aerials, and 
 powerful specials to bring you down. Just spike him so he is grounded, you 
 will have to shot hop as with all after grab aerials. 

>Peach<
Chained: No
Percent: None
Best Finisher: None
Why?: She is too floaty and can DI out after the second grab meaning that this
 is just two well timed grabs in a row...

>Bowser<
Chained: yes
Percent: 54% (6x)
Best Finisher: Dash-cancel
Why?: Well really anything can work on this guy, he is too slow and too big, 
 but getting him in the air can really screw him up.

>Link<
Chained: yes
Percent: 45% (5x)
Best Finisher: up tilt
Why?: Link is a good projectile abuser and so when you hit him into the air
 you stop his main offense and defense, the tilt is used so you can continue
 with combo's in the air because the chain grab will only get him so far.

>Zelda<
Chained: yes
Percent: 36% (4x)
Best Finisher: [B-throw]
Why?: Yah, yah "you can't grab after your done with the chain grab that is the 
 point of the percent thing", I don't wanna hear it. You just don't throw them 
 down on the last grab and instead throw her back. She has gotten so much 
 better than in melee that its crazy, you need to send her back and keep 
 throwing her around because you need to control this match, not her. 

>Sheik<
Chained: yes
Percent: 45% (5x)
Best Finisher: Dash-Cancel
Why?: Its quick its clean and will get her away from you, though she will be on
 your tail faster than you can blink. Its better to just get some breathing 
 room. 

>Ganondorf<
Chained: yes
Percent: 45% (5x)
Best Finisher: Spike
Why?: Just like bowser anything can work on him as a finisher, but the spike
 will force him to recover whether it be from falling of the edge, or from when
 he is smacked down on the ground, use that to gain an advantage cause you 
 shouldn't underestimate Ganondorf.

>Toon Link<
Chained: yes
Percent: 45% (5x)
Best Finisher: [>Smash]
Why?: Too floaty to get a proper chain grab in,  but you can just smash
 him at the end of it to hopefully get him off the edge and spiked, the short
 hop one won't reach his stupid floaty self in time for it to connect anwhere
 but during recovery. 

>Donkey Kong<
Chained: yes
Percent: 54% (6x)
Best Finisher: Dash-Cancel
Why?: Get ready this is only the third of the many heavy characters in Brawl.
 Just use whatever you want but I like to dash Cancel him because the more
 percent the better against a heavy. 

>Diddy Kong<
Chained: yes
Percent: 45% (5x)
Best Finisher: Spike
Why?: He can be annoying, finish it with a spike because then his recovery 
 isn't as good (his monkey flip won't work when he is below a stage).

>Yoshi<
Chained: yes
Percent: 54% (6x)
Best Finisher: Spike
Why?: Like you had to ask, no third jump means a very limited recovery so that
 means he won't be able to recover from the downward momentem even with some
 useless invinciblity frames. 

>Wario<
Chained: yes
Percent: 45% (5x)
Best Finisher: [B-throw]
Why?: Keep in control with him because he is an aerial master. Wario plays a 
 lot like Jigglypuff so keep that in mind. Never let him get the air, your a 
 bird! Don't let some out of shape, big nosed, runt with a gas problem 
 take that from you. 

>Samus<
Chained: yes
Percent: 45% (5x)
Best Finisher: Dash-Cancel
Why?: she is heavy for a chick. Just dash cancel her for more percent, nothing
 special just when she is in the air try and not get behing her. 

>Zero Suit Samus<
Chained: yes
Percent: 45% (5x)
Best Finisher: Spike
Why?: Kill her. And if the spike doesn't work off the edge you can just edge 
 hog her tether recovery. Try and avoid sending her to the air because she has 
 a very good air game, most of her kill moves are in the air. 

>Pit<
Chained: yes
Percent: 45% (5x)
Best Finisher: Spike
Why?: God how I hate fighting pit. There is no better joy than spiking that
 prissy little pre-pubescent angel wanna-be! Pit can't really deal well with
 spikes so it is the best choice.

>Ice Climbers<
Chained: No
Percent: None
Best Finisher: None
Why?: they cannot be grabed when together let alone chained! When Nana dies 
 move in for a grab but chances are Popo isn't at 0% and ready to be chained. 
 So just avoid chaining them. 

>ROB<
Chained: yes
Percent: 45% (5x)
Best Finisher: Dash-Cancel
Why?: More percent the better he is a heavy weight after all so most other 
 options work. 

>Kirby<
Chained: no
Percent: none
Best Finisher: none
Why?: He is too light and too floaty so he can't actually be chained longer 
 than a few throws. Besides he is light you don't need set ups to smack him
 around. 

>Meta Knight<
Chained: yes
Percent: 45% (5x)
Best Finisher: Dash-Cancel
Why?: you know you people ask a lot of why's... How about this time you just
 believe me? Its the better option to get him out of your face since he will
 be there the whole match.

>King Dedede<
Chained: yes
Percent: 63% (7x)
Best Finisher: Spike
Why?: He is yet another heavy weight where it doesn't matter if you use a spike
 dash or whatever, just so long as you end it with a hard hit you can't go 
 wrong. I did however recommend the spike because though Dedede can jump a lot 
 he kinda can't make good use of it and when hit down the Super dedede jump 
 won't sweet spot the edge on the way up meaning no edged recoveries from this
 penguin.

>Olimar<
Chained: yes
Percent: 27% (3x)
Best Finisher: Tilts
Why?: Never, ever let up on Olimar! Who would have thought he would be really
 good? He is annoying and strong so you need to continue to pressure him and
 control the battle. Tilts set you up to keep the attacks continuous. Of course
 if he is over the edge then you can spike him. 

>Fox<
Chained: yes
Percent: 63% (7x)
Best Finisher: Dash-Cancel
Why?: He falls fast so you can chain grab him a lot, all the way across final
 destination in fact. Just keep hitting him with fast combo's do not worry 
 about hitting hard, one mistake and Fox will be all over you.

>Falco<
Chained: yes
Percent: 63% (7x)
Best Finisher: Spike
Why?: You can chain yourself...?
 You have terrible recovery, feed off that with a spike. You already play Falco
 you should be able to stop yourself... right?

>Wolf<
Chained: yes
Percent: 45% (5x)
Best Finisher: Dash-Cancel
Why?: He is strong and has high priority, counter that with fast combo's and 
 spikes, the dash-cancel is for extra percent for when you eventually go for
 the kill. 

>Captian Falcon<
Chained: yes
Percent: 63% (7x)
Best Finisher: Dash-attack
Why?: Most options work here, but most Captian Falcon's are able to resist a 
 spike for some reason... Just use smashes and hard hits with this guy. 

>Pikachu<
Chained: yes
Percent: 45% (5x)
Best Finisher: Smash Attacks
Why?: Meh Pikachu is good in the right hands, the smash attacks will keep him
 from using those high priority electiric attacks on you. Blaster's can help
 here same with the reflector. 

>Squirtle<
Chained: no
Percent: none
Best Finisher: none
Why?: just don't worry about chaining him, he will recover from the grab to 
 quickly to have it lead into anything, not counting the fact that he is light
 and hard to combo anyway.

>Ivysaur<
Chained: yes
Percent: 45% (5x)
Best Finisher: Tilt
Why?: Ivysaur has the long range of the three and so you should keep things 
 tight with tilts for more combo's and hopefully a spike. He uses a tether so
 edge hogging after would be good too. 

>Charizard<
Chained: yes
Percent: 45% (5x)
Best Finisher: Dash-Cancel
Why?: Yay more heavies! Same things apply like all the other heavies... go 
 figure.

>Lucario<
Chained: No
Percent: none
Best Finisher: none
Why?: He is to floaty, worse than kirby and toon link. Just stick to hit and
 run tactics cause he has too good priority, all his smashes take time before
 and after so use that to your advantage.

>Jigglypuff<
Chained: are you kidding me? NO!
Percent: none
Best Finisher: none
Why?: SHE WILL NEVER BE CHAINED! Being lightest has its advantages I guess.

>Marth<
Chained: yes
Percent: 45% (5x)
Best Finisher: Dash-Cancel
Why?: Keep the combo's up and don't let Marth breath. He is devastating and 
 highly overated, oh sorry I meant over-used, cough cough...

>Ike<
Chained: yes
Percent: 54% (6x)
Best Finisher: Dash-Cancel
Why?: How many heavy characters is this now??? Same as the others, Ike is just
 a bit fast so these attacks won't last as long. 

>Ness<
Chained: yes
Percent: 54% (6x)
Best Finisher: Tilt
Why?: The dash-cancel is hard to hit with, the smash won't kill at the end of 
 it and the spike is easy for ness to recover from so the only thing you can do 
 is continue to combo. 

>Lucas<
Chained: yes
Percent: 54% (6x)
Best Finisher: Tilt
Why?: Same as Ness just more aerial, and annoying. Tilts are still the better
 option though spikes are harder for Lucas...

>Mr. Game & Watch<
Chained: yes
Percent: 45% (5x)
Best Finisher: Smash
Why?: Oh my did this guy get goooooood. Just keep him away his only projectile
 is hard to hit with and very unreliable. 

>Snake<
Chained: yes
Percent: 54% (6x)
Best Finisher: Dash-Cancel
Why?: Combo's the more time snake has the more explosives he will detonate and
 plant, so keep him pressured. 

>Sonic<
Chained: yes
Percent: 45% (5x)
Best Finisher: Dash-Cancel
Why?: Since speed is "...his game" then you should stop that with chain grabs, 
 oh you are, well then just dash-cancel him Sonic isn't good if forced into the
 air. Keep the control.

Ok thats everybody. Just keep in mind that heavy characters are easy to chain
and light ones don't need much pressure to die. Your biggest chain problems
are Jigglypuff, and very good DI.

_______________________________________________________

   -------------------------------------------------
   |Recovery                               |Rcvry00|
   -------------------------------------------------
_______________________________________________________

Well here it is, you knew it was going to be here and at long last you have
found it. How to get the most out of your recovery. But your recovery sucks and
you probably have noticed that and that is why you are in this section so lets
start with some basic recovery things. 
  _____________________
//                     \\
         Basics        
\\_____________________//


--------------
How to recover
--------------

Well since this section is half way in the guide you must already know that you
can use your [^B] for forward, upward, backward, and downward momentum, as well
as all the diagonals. You may already know that you can use your [>B] to 
recover too. It only has horizontal momentum but has the most reach out of all 
of the recovery options Falco has.... Ok he only has two but the other one does
suck. Both attacks will leave you in a helpless state after so this is the last
attempt to get back on stage. Whenever you use your recover you should he 
aiming at the edge to grab or over the opponents head. Falco does have a very 
good sweetspot for grabbing the edge of the stage, he will grab from far away.

--------
Distance
--------

Every character can recover back onto the stage some can do it better and some
can reach further, but everyone has at least one mid-air jump then their [^B].
If you are sent flying and are above the stage you will most times recover, 
because of DI you can float back towards the stage, use a mid-air jump then 
recover with your [>B] to the edge or just on the platform. Thanks to DI you 
can make it back to the stage from very far so always remember DI. 

*Now I am going to outline the two recoveries offered to Falco, each one will*
*have its own sub-sections*

  _____________________
//                     \\
        Fire Bird        
\\_____________________//

Being a Bird you would think that you would be able to at least have good 
verticle recovery but no. 
It is short and that is very obvious the first time you play Falco and will
take some getting used to as to when you will be able to reach the edge or
when you should just give up and welcome the abyss below you. First the basics
again....

--------------------------------
FIRE! Basic Fire Bird properties
--------------------------------
These are all the porperties of the Fire Bird, Falco's [^B].

-14% damage
-High priority (thank god)
-Controlled trajectory but only at the begining. (tilt your control stick in a
  direction) 
-Vulnerable at Begining because of charge lag.
-Multiple hits
-Fire based damage (beware blast boxes)
-Shorter Distance that Fire Fox

--------------------
Using your Fire Bird
--------------------
As you can see from the properties above you aren't really going to be using
this attack for any sort of approach. You are vulnerable at the start and 
though it is multiple hits, thus trapping the opponent the only attack that 
matters is the last one and the opponent can DI out of it before that hits. 
So recovery is the only option. It is terrible as a diagonal recovery but can
actually be useful if used right below the stage edge so you can just barely 
catch on the edge and thus recovery well vertically. Only use this move 
diagonally if you are close to the edge, and you cannot recover from the
magnifying glass below at all with this move alone. If you are on a stage like
Final Destination and are trapped under the lip use your fire bird at a 45 
degree angle to away from the stage and up you will pass along the lip and then
when you get close to the edge you will sweetspot and recover to the stage. 
This is possible because you can grab onto the edge even if you are facing the
opposite way, unlike in melee. Also Fire Bird will travel along a wall if used
at an angle toward the wall, can be useful sometimes. 

  _____________________
//                     \\
     Falco Phantasm        
\\_____________________//

This will be your main recovery and you should get used to flying over the
opponent with this. But first lets see its properties.

---------------------
Phantasm's properties
---------------------
These are the basic properties of the Falco Phantasm, Falco's [>B].

-Little start up lag, but it is there don't get comfortable.
-Can Meteor Mash air born opponent. 
-Does more damage than Fox Illusion
-Opponent can be hit by Falco or the Illusions.
-Can be cancelled two different ways
	>no distance covered 
	>half distance reached
-Falco is actually where his attack is so it can be interuptted. 
-Some of the worst priority in the game.
-Fast (duh)

------------------
Using your Phantom
------------------
It can be used for some approach, and since the opponent is normally sent 
behind you in the air when grounded you can follow up with a [Bair] because of
the small amount of lag after the attack. The meteor mash is very useful for 
when you are being chased off the edge and someone is going for an attack. It
can be used to dodge odd projectiles like din's fire, because of the short
start up time the attack can be used to fake out a din's fire the most potent
projectile in the game. 
Now we know the good so lets use it. Try to use this attack so you land above 
the opponent so you don't have to worry about edge hogging and if they don't 
have a good edge hogging move you can go through them and cause some damage and
set yourself up to counter them with a [Bair]. Don't apuse this move because it
is very easy to interrupt and to cancel because of its terrible priority. 


_______________________________________________________

   -------------------------------------------------
   |Strategies                             |Stratgy|
   -------------------------------------------------
_______________________________________________________

In this section I cover the different modes of the game and how Falco can be 
used in each one. 

  _____________________
//                     \\
         VS. Mode        [Vsmod00]
\\_____________________//

The standard brawl enviroment, here you can choose a normal; time, stock, or 
coin battle with up to four friends at one time. Falco's smashes can attack 
one, two, or three characters at a time so he isn't limited based on how many 
opponent face him. Though Falco won't be able to spike a lot of people he can 
single a player out and combo them. Or better yet look at an opponet who just 
went flying and spike them or steal the kill with a blaster shot cause that is 
the most annoying thing on the planet other than a stolen smash ball. If you 
are coin battling then you are fast enough with Falco Phantasm to collect the 
coins, but make sure you aren't going to die from it. 


  _____________________
//                     \\
         Classic         [Clssc00]
\\_____________________//

Classic mode has been in the Super Smash brother's universe since the first 
game. It is a simple one player mode that pits you against the cast of brawl 
in 12 stages. In SSBB the Classic mode has a set order as to who you will 
face. The Idea is that you have a set amount of each of the types of stages 
you can encounter, the amounts and stages are as follows:

	2 Target Test
	3 Normal (1 vs. 1)
	2 Team Battle
	2 Multi-Man
	2 Giant (1, 2 or no Ally)
	1 Metal
	1 3-on-1 (4 Person Brawl)
	1 Final 

The characters you face are pretedermined in a sense. They are randomized as 
to who you face (but are only characters from a certain game), and what of the 
above conditions you must face them in. The characters in order and what the 
conditions might be are:

*Note: the stages will be evaluated by first the stage number, the characters 
that you can face or be teamed with in that stage, where you can face the 
opponents, and what conditions that you might have to face them in. (there are 
normally more than one)*

[Stage 1]: 
Legend of Zelda
Link, Zelda, Sheik, Ganondorf, Toon Link
Pirate Ship, Bridge of Eldin
Team Battle / Normal

[Stage 2]: 
Yoshi / DK
Yoshi, Donkey Kong, Diddy Kong	
Yoshi's Island, Rumble Falls, 75m
Giant (2 allies) / Team Battle / Normal

[Stage 3]:
Pokemon 
Pokemon Trainer (Squirtle, Ivysaur, Charizard), Lucario, Pikachu, Jigglypuff
Pokemon Stadium 2, Spear Pillar
Giant (1 Ally) / Team Battle / Normal

[Stage 4]:
Fire Emblem / Earthbound
Ike, Marth, Ness, Lucas
Castle Siege, New Pork City
Giant (1 Ally) / Multi-Man / Team Battle / Normal

[Target Test]: (does not count as stage)
Same level as the difficulty chosen
(eg. easy = level 1, normal = level 2, hard = level 3, difficult = level 4, 
intense = level 5)

[Stage 5]:
Kirby Series
Kirby, Meta-Knight, King Dedede
Halberd
Giant (1 Ally) / Mulit-Man / Normal / Team Battle

[Stage 6]:
Metroid, Pikmin
Samus, Zero Suit Samus, Olimar
Frigate Orpheon / Norfair / Distant Planet
Giant (No Ally) / Mulit-Man / Normal / Metal

[Stage 7]:
Star Fox / F-Zero
Fox, Falco, Wolf, Captain Falcon
Lylat Cruise / Port Town Aero Drive
Team Battle / Normal / Giant (No Ally) / Metal / Multi-Man

[Stage 8]:
Mario Series
Mario, Luigi, Peach, Bowser
Delfino Plaza, Luigi's Mansion, Mario circuit, Mushroomy Kingdom
Giant (No Ally) / Metal / Mulit-Man / Team Battle / Normal

[Stage 9]:
Game & Watch, Kid Icarus, Ice Climbers, ROBOT series
Mr. Game & Watch, Pit, Ice Climber's, ROB
Flat Zone 2, Skyworld, Summit, Mario Bros. (I know that one is wierd but its 
for ROB cause he doesn't have a formal stage)
Giant (No Ally) / Metal / Multi-Man / Normal

[Stage 10]:
Warioware, Metal Gear, Sonic the Hedgehog
Wario, Snake, Sonic
Warioware, Shadow Moses Island, Green Hill Zone
Giant (No Ally) / Multi-Man / Metal / Normal

[Target Test]: 
One level higher than selected difficulty
It on intense you repeat the level 5 target test

[Stage 11]:
Free For All
1 vs 3 (Random Characters)
Friendly Fire Turned On
Final Destination (Always)

[Stage 12]:
Master Hand, Crazy Hand
Final Destination

Classic Mode is pretty much formatted exactly like this, all characters have 
certain stages and you can pretty much predict who you will be facing next. 
Just remember that CPU opponents are very easy to fake out and kill. Spike's 
work wonders on them, thier recovery is to predictable.


  _____________________
//                     \\
        All Star         [Allstar]
\\_____________________//

All star mode is revived from Melee. It wasn't the most popular one person 
thing to do in Melee and in Brawl it is drowned by the SSE and event matches. 
Whats new is the two player mode that can be kinda fun. 
All star makes you fight all of the SSBB cast. Thats right every last 
character. The rules are, you get one life for the whole time you fight, and 
your percent carries over. But the good news is you get three hearts that will 
replenish all of your percent no matter how much. The opponent / opponents you 
face are determined by chronological order of release. The highest count of 
enemies on the stage at a time is two. When a series has more than two 
opponents a new fighter will appear a few seconds after you KO one of the 
opponents. This means that stages for Kid Icarus , Ice Climbers, and Pikmin 
will be easier than Mario , Legend of Zelda, and Pokémon. In the case of 
Pokémon, there are a total of six opponents, as the Pokémon Trainer will send 
out each Pokémon separately. On the Metroid stage, you will randomly battle 
Samus or Zero Suit Samus, and on the Zelda stage, you will battle Zelda or 
Sheik. Another note is that you don't fight a team randomly, but on stages 
with multiple opponents the order of the opponents is random. It is always 
in a set order, but the second stage, Mario, you may fight the four characters 
in any order. It is ordered by series origin. You will always fight 
Mr. Game & Watch first. The stage you fight each character on will be a home 
stage from SSBB, randomly selected if there are more than one. Battlefield and 
Final Destination are not considered home stages, while Mario Bros. is 
R.O.B.'s home stage instead of a Mario home stage.

Here is the order of Characters:

Battle 1: Game & Watch - Mr. Game & Watch

Battle 2: Mario Bros. - Mario, Luigi, Peach, Bowser

Battle 3: Donkey Kong - Donkey Kong, Diddy Kong

Battle 4: Ice Climber - Ice Climbers

Battle 5: R.O.B. - R.O.B.

Battle 6: The Legend of Zelda - Link, Toon Link, Ganondorf, Zelda or Sheik

Battle 7: Metroid - Samus or Zero Suit Samus

Battle 8: Kid Icarus - Pit

Battle 9: Metal Gear - Snake

Battle 10: Mother - Ness, Lucas

Battle 11: Fire Emblem - Marth, Ike

Battle 12: Yoshi - Yoshi

Battle 13: F-Zero - Captain Falcon

Battle 14: Sonic the Hedgehog - Sonic

Battle 15: Kirby's Dream Land - Kirby, Meta Knight, King Dedede

Battle 16: Star Fox - Fox, Falco, Wolf

Battle 17: WarioWare, Inc. - Wario

Battle 18: Pokémon - Pikachu, Squirtle, Ivysaur, Charizard, Lucario, 
Jigglypuff

Battle 19: Pikmin - Olimar

The Reward for all of your hard work is the character's final smash trophy. 
It may not seem as much but to complete every last thing in the game you need 
to do this. 

--------------
CO-OP All Star
--------------

When playing co-op, you receive a total of 5 heart containers but if either 
players dies then you both get game over. The opponents are the same until the 
last battle where you face 2 Olimars instead of one. One advantage of playing 
All-Star with 2 players is that if you both are 2 different characters, 
beating All-Star will get you the Final Smash trophy for both characters at 
the same time. 

  _____________________
//                     \\
    Sub Space Emissary   [SuSpE00]
\\_____________________//

THIS IS NOT A SUB SPACE EMISSARY FAQ. 
This means that it won't be covering the different levels of the sub space or 
the cheats / short cuts, or how to get 100% complete. I will cover what moves 
do the most damage to the different sub space enemies and what stickers would 
be best to use on Falco. 

-----------------------
Falco's Role In the SSE
-----------------------

Ejecting from his Arwing, Falco shows up in the nick of time to save Fox from 
trophy-ization at the hands of Bowser and a Shadowbug clone of Diddy by 
flip-kicking the Dark Cannon from Bowser's hands and destroying it with dual 
lasergun fire (one of the coolest entrances in the SSE), forcing Bowser to 
leave. The Diddy clone begins to absorb more Shadowbugs, becoming gigantic, 
and after Fox revives the real Diddy, the three fight the giant clone. 
Falco then turns to leave, but is dragged back by Diddy and reluctantly comes 
along. A stupefied Fox shrugs his shoulders and walks off after them as he 
received the same treatment from Diddy earlier.

As Captain Falcon and Captain Olimar look down at the ship carrying Donkey 
Kong's trophy, Falco's Arwing shows up, ejecting Diddy Kong from the cockpit. 
Diddy then activates his Rocket Barrel Jet Pack and shoots the ship with his 
Peanut Popguns. Landing on the ship, he quickly de-trophifies DK, and after 
DK, Diddy, Captain Falcon, and Olimar defeat the Primids that board the ship, 
Falco gives Diddy and Donkey Kong a thumbs up as he leaves.

He makes his next appearance in the battle against Duon on the Halberd, where 
he teams up with Fox, Peach, Sheik, Snake, and Lucario. When it's defeated, 
Peach revives Game and Watch as Meta Knight takes back control of his ship. He 
uses his Arwing during the attack on the Subspace Gunship and joins with the 
cast throughout the rest of the story. 

------------------------------------------------------
"You Aren't Worth the Trouble." : Damaging the Enemies
------------------------------------------------------

Falco's best move to use against the SSE enemies is his blaster, reflector, 
Phantasm, and tilts. They are all spamable and can hit multiple times and that 
is good considering that in the SSE it plays more like a stamina match (for 
them). The enemies aren't to troublesome, just dodge a lot and keep your guard 
up cause the enemies will swarm you and their attacks can be devestating on 
harder levels. 

--------
Stickers
--------

In brawl you get to put stickers on the bottom of your Character's trophy in 
the SSE. 
*Note this does not effect the character outside of the SSE, you would be 
surprised how much people mistake this*
For Falco I recomend a lot of arm power ups but the biggest sticker should be 
for energy attack because your blaster will become super powered and you can 
snipe the enemies from a distance, and since there is the stun factor you can 
count on it to keep you safe in troublesome times. 


  _____________________
//                     \\
         Stages          [Stage00]
\\_____________________//

Well do I really need to explain this one? 
Oh, this is a FAQ you say and everything needs to be detailed. Fine then. 
This is the part of the guide where I tell you about the stages in Brawl and 
how to use Falco to his best in each stage, Though some will be an easier time 
than others I can say Falco isn't totally screwed on any one stage. 

-----------
Battlefield
-----------

Simple and effective. Falco is hindered by platforms, they my be ways to 
escape his blaster and a chain grab won't last long on them either. But just 
as they help the opponent they can also help Falco, Just remember that the 
person below the opponent is at the advantage, so if the opponent is on the 
platform above you then you can use that to get in some quick tilts or a well 
timed up smash.

---------------
Bridge Of Eldin
---------------

This place is a shame cause the hyrule predicessors are so good and this one 
is just plain terrible. Watch out for Bulpin when he comes and don't get 
caught in the blast of the bomb he will lay. Once the bridge is out you can 
spike people but most of the time your [>Smash] will do the trick and you can 
chain grab the opponent off the edge by trapping them close enough. Just
 don't self destruct yourself in the process. 

------------
Castle Siege
------------

Yes it is a changing stage and it is very useful for Falco. In the first map 
you can spike away but you must be careful when recovering because of the lips 
on BOTH sides of the stage these can catch you and kill you. Map 2 can be 
useful for smash attacks, and tilt combos, the platforms are situated so 
Falco can auto land cancel most of his aerial attacks while comboing the 
opponents. In the last stage you can chain grab and blaster spam. The stage 
does tilt so the blaster might become useless if you are on the bottom of the 
tilt. Overall a good stage for Falco.

-------------
Delfino Plaza
-------------

I will not actually be reviewing this stage nor creating a map for all the 
different areas, each area is a copy of another stage wtih similiar platforms 
and such so the same tactics apply. Stay out of the water and you can spike 
through it so you aren't limited to [>Smash] here. Try and use Falco phantasm 
above the floating platform because if used in the middle and you don't grab 
the edge then you will fall through. -_-

--------------
Distant Planet
--------------

There are a few things to look out for in this stage. First, when the water 
starts to roll down the left side of the stage, GET AWAY! the water will move 
so fast that you will be swept away and killed. The large L shaped thing on 
the side is my poor rendition of the Bulborb that appears, He can be boarded 
on the head and in the mouth but if he walks away you die. Falco isn't the 
best at this map but he isn't nerfed here either. Just stear clear of the 
hazards and spike a lot, or trick your opponent into the hazards. Also it 
isn't a hazard but pellets will sprout out of the ground ever so often and 
you can use them as projectiles. 

-----------------
Final Destination
-----------------

The Simplest Stage offered without using Stage Builder. Falco is at home here 
he can projectile Spam, easily Chain grab, spike, and [>Smash] which means that 
the KO's will be almost non stop. 

-----------
Flat Zone 2
-----------

Instead of drawing the four different stages I will talk about them, they are 
all based on Mr. Game & Watch games the four being; Fire, Oil Panic, Lion, and
Chef. 

Fire: 
People jump out of a burning building as firemen with a trampoline 
attempt to catch them. The levels of the building can be stood on, and the 
trampoline that the firemen use can be bounced off of like a spring.

Oil Panic:
A multi Platform gas station building that can be stood on. Customers standing 
below attack back if attacked by players.

Lion:
The center of the stage is a three leveled cage. Two men holding chairs flank 
either side, moving up and down. If you get hit by a chair, you'll take 
massive knockback, these can be abused if the computer puts the Men in the 
right place.

Chef: 
Two sets of platforms hover in midair, while falling food items can damage 
players. If the chef is hit with a strong enough attack, he will fly off 
screen and the game will return to Fire.

---------------
Frigate Orpheon
---------------

Frigate is interesting because at certain times throught the match the whole
stage will flip and you will be on a new set of platforms, there are no hazards
and both of the stages are fine to be on. The first is good for a chain grab
and spike combo while the second one is a projectile spamming stage. Use your
spike a little less on the second one because the two side platforms can come 
in at random and save the spiked opponent. Just be sure that when you hear 
that warning that you jump up and don't use a recovery move or you could end
up away from the stage and dead. 

---------------
Green Hill Zone
---------------

Not the best place for Falco, He can't use his projectile, limited spiking, 
relies on Smash's for KO's, Chain grab will fail because of awkard angles. 
Falco is not right here, jsut keep tilting and stike to auto cancelled aerials.

-------
Halberd
-------

Those dotted Sides are only extended when on the actual halberd. This stage
play a lot like the Frigate Orpheon Stage so use the same tactics. There are
however hazards on this stage, when the platform starts to rise at the start 
make sure you are on it or it will lift off and you will die. When it lands
on the Halberd you need to dodge a claw, and a giant beam thats Hitbox isn't 
as big as it lets on. If it targets you then dodge and it will pause before it
fires giving you lots of time to escape. Also stay away from the people
being targeted especially the claw's target, it has a bigger hit box.

--------
Hanenbow
--------

Oh look its a bunch of platforms over water that can kill! Great... 
Falco isn't the best here at all. In fact just don't go here cause chances are
you will die, no projectiles the changing platforms, terrible spiking despite
the lack of main platform, and no chain grab. This place just does not work for
Falco

---------------
Luigi's Mansion
---------------

Looks pretty ok but those vertical lines are important. They are the pillars
that hold the house up, if you hit them then they house will break but the most
annoying thing about them is they absorb your projectile. Most people know this
and thus your projectile is useless in combat outside of edgeguarding. All of 
your other moves still work fine though so you aren't completely gimped and the
opponent can't always be behind a pillar. 

------------
Lylat Cruise
------------

Yes its your home stage and a good one for it. The linear path of the floating
platforms makes Platform based projectile dodge harder and you can spike all 
you want here. Your recovery is also good if you use the Phantasm but since
this stage has an open bottom you could get yourself caught underneath the 
ship if you angle the Fire bird wrong. Just be careful with recovery, all your
best move options work here so be confident.

-----------
Mario Bros.
-----------

No map cause you suck here and this stage is stupid anyways, if you must battle
here then reflect the turtles and crabs when they are thrown your way. 
You can't spike or use the blaster here so just forget it and hope to get lucky
with a [>Smash]. 

-------------
Mario Circuit
-------------


This stage has very close edges thus making it easy to throw opponents off the
sides without too much trouble. You can see the cars coming from a mile away, 
first you can see them coming when they are approaching the screen and then if
you look behind the play for a second you can see dots on a map of the race
track, thus you can see when you avoid the upper platforms or the bottom
platforms as well. Basic Falco moves and combo's here nothing to special. 

-----------------
Mushroomy Kingdom
-----------------

I can't really map this stage without going outside the borders so no map. But
that shouldn't matter because, as with all stages that have a never ending main
platform, Falco isn't the best here. He can't spike and since his spike is one
of the most useful you can't use it for its full potentialm, though Spike 
walking can be used here, it isn't suggested because of the random terrain. 

-------------
New Pork City
-------------

I do not play here often. It feels to loose, the lack of main platform, one hit
KO hazard, and it is actually too big. It was like the creators used the stage
builder, placed the platforms at random and decided to give it some color. I 
just can't seem to play on this stage, you never catch up to a running opponent
and your recovery can only take you so far. Anyways, this may seem like a 
spiking heaven but it will not work so well, the smash attacks fail cause of 
the far away blast lines, and your grabs will be interupted by walls and the 
occasional pink cat-tiger-lion thing. Just avoid this stage. 

-------
Norfair
-------

Wow a brinstar knock off! Wait we have brinstar in this game? Then why do we
have this stage? 
Meh I am not sure if I like this stage or not, I play here enough but I can't
really make anything work. First you can try and chain grab but that will fail,
you can spike (and this works wonders) the opponent into the lava as it rises
double jump and spike them again. This will rack up damage and at high percents
you can actually throw in a Uair if timed right for a KO. The timing is just 
basic prediction, you will get the hang of it. Other than that just use your 
smash attacks, [^Smash] works really well and [>Smash] the opponent toward the 
lava when it comes from the side. Just use the terrain to your advantage.

----------
Picto-Chat
----------

This stage has many forms and many different hazards, though easy to avoid, 
hazards none the less. Just keep your combo's in mind and avoid even using the
platforms cause they will be gone in a minute and your great tactic is then
useless. Easy enough, just more of a fun stage.

-----------
Pirate Ship
-----------

I like this stage for fun, again it changes, but not as you would think...
It will change structure of course but also change properties and hazards. 
Watch out for bombs they will kill if they connect, when the ship  is flying 
up then stick to ground attacks as well as when its falling, you will fall to 
slow to properly attack. When the rock comes use it. Nothing to special, watch
out for the catapult, and when you see an opponent near it while it is winding
up then shoot your blaster at it and it will launch. Chain grab can work on 
the main ship so use it if you feel like, but again more of a fun stage.

-----------------
Pokemon Stadium 2
-----------------

I will be going over the different stages here seperatly rather than all 
together just cause they are played very differently. Interestingly each stage
will limit one of Falco's main moves/combo's...

Air Stage:
 The stage no body like! the air makes it so hard to aerial combo and to hard 
 to DI because it is slow and the opponent will see where your going, the idea
 was nice but it sucks in combat. 

Ground Stage:
 It is a bit awkward at first, this stage has the most terrain change, and the
 terrain really can screw you up. Forget on land projectile spamming and stick 
 to aerial combat, the platforms can give you boosts if need be.

Electric Stage:
 Fast moving conveyer belts are really no trouble for you because of the small
 amount of lag most of your attacks contain, still you should stick to the 
 middle and its platforms, spiking becomes harder because of the conveyer belts
 so use other edgeguarding techniques.

Ice Stage:
 If you dash then use your down be you can stun your opponent while sliding into
 them. You can't chain grab very well here so don't rely on that to rack up
 damage, use aerials. 

--------------------
Port Town Aero Drive
--------------------

I actually like Mute City in Melee, the idea was good I am glad it is revived. 
Falco can use Spike Walking to rack up some damage similiar to Norfair. Just
be very careful of the cars this time around because they can kill at 50%! They
are bigger so you might get hit while on the platform, just be warry. The 
platform you spend most of your time on is too small to projectile spam but just
the right size to chain grab. Obvious as to what you should do here. 

------------
Rumble Falls
------------

I don't like scrolling stages, they aren't fun cause you are trying so hard to 
not die that you kinda forget to fight. Falco can't spike well here, same with
the blaster, and the chain grab so you need to stick to the aerials to try and
stop the opponent from jumping up to the next platform. Meh.

-------------------
Shadow Moses Island
-------------------

Don't worry about the sides cause you can use your [^Smash] to kill. All basic
Falco techniques can work here, there isn't even any hazard you can watch out 
for. 

--------
Skyworld
--------

Don't destroy the platforms, they can make it easy to combo opponents, think 
high percent characters  on the lower level of hyrule temple... most attacks 
will work here. Don't ever shoost for the floating platform that crosses the 
stage it is unrealable unless it just appeared. 

----------
Smashville
----------

Look at Final Destination, but with a platform. 

------------
Spear Pillar
------------

Very fun with friends, especially when you get Palkia. All your moves are at 
their best here, use Falco all out, and when you get into trouble try and get 
to the bottom levels so you will last a bit longer. Avoid the giant light beams
and when Cresselia comes don't try and reflect her moon thing and run.

------
Summit
------

Many things get in your way here, spike and chain grab, use your aerials but not
when the whole thing is falling down the mountain side cause your jump is to big
and too laggy. Avoid the water, you may be able to swim but you will get eaten 
by a fish... 

---------------
Wario Ware Inc.
---------------

The Games take first priority cause you want that extra edge. When not use your
spike to finish them. 

--------------
Yoshi's Island
--------------

Look at smashville only the platform doesn't move back and forth, it tilts. Oh 
and Watch for Wall clingers cause they can abuse the never ending wall to 
edgeguard you. 

--------
Big Blue
--------

Hard to fight on with consitancy so use that against your opponent by throwing
in some unexpected moves. Adapt fast and adapt well, that is the key to this 
stage. Your projectile works well if you hit an opponent that was just on the
road and now in the air trying to get back, it will stun them and make them fall
back onto the road. 

--------
Brinstar
--------

Play like any other stage, use your spike when the lava is around to spike the
opponent into it and get more damage. Think of a smaller, less dangerous
Norfair.

--------
Corneria
--------

For some reason I like this stage. I don't know why, it could be the fact that
it is the home stage of Falco, or its great for all of his moves, or even the
fact that your fighting on a ship, I just don't know. But use Falco like you 
would any other stage thats perfect for him. Watch for the laser cover and don't
forget your special taunt if you want to. 

------------
Green Greens
------------

The blocks can be annoying, but all rules for Falco apply. A good stage none-
the-less. 

------------
Jungle Japes
------------

Spike them into the water, or up smash them, chain grab on the middle and that
about covers it. 

-----
Onett
-----

I don't fight here, but clearly there is no spiking and obviously just avoid 
the cars. Everything else is ok but your blaster is a bit harder to hit with 
here. 

---------------
Pokemon Stadium
---------------

Oh god just what we need more terrain changes. Well same format as the previous
pokemon stadium. 

Water Stage:
 The windmill can no longer be passed through so try and avoid it, this stage
 doesn't reall have much other than that. Use your edgeguards and spikes.

Rock Stage:
 You can camp in the middle section at the bottom and spam [U-tilt]'s and 
 [^Smash]'s. Do not use your chain grab or blaster here it is useless. Reflector
 will go through walls, just remember. 

Forest Stage:
 Meh its to normal, nothing special just more platforms.

Fire Stage: 
 This is not fire to me...
 I suggest an aerial approach, the ground is uneven so you can't really use your
 ground attacks. Blaster is ok here but the reflector is easier. 

--------------
Rainbow Cruise
--------------

Another fun stage. Move with the platforms and since Falco's recovery sucks try
and be more defensive/evasive while not on the ship to avoid a stupid Self KO.

------
Temple
------

Everyone loves this stage. Why? cause its big and perfectly situated to every
character. There are places for everyone, wheres Falco's? Well its more in the
bottom and the right side blast line. You will be able to rack up damage and 
survive in the bottom, and on the right you can edgeguard and spike with great
effect. 

--------------
Yoshi's Island
--------------

Haven't we heard that name before? 
You will be able to kill characters easy with grabs here on the right. Spike 
down the middle and if an opponent is on the spin blocks in the middle use your
reflector on them and hit them and the blocks, stunning them and dropping them.
It won't kill but will give you an advantage. 


_______________________________________________________

   -------------------------------------------------
   |Miscellaneous                          |misc.00|
   -------------------------------------------------
_______________________________________________________

This is where all the stuff that doesn't really fall into one of my sections 
will go. 

  _____________________
//                     \\
        Costumes  
\\_____________________//

Standard - Regular Falco, blue feathers, white jacket, brown pants.

Orange - Blue feathers, orange jacket, red pants

Red Team - Blue feathers, Red Jacket, Black pants

Green Team - Blue feathers, Green jacket, dark green pants

Blue Team - Blue feathers, white - blue tinted jacket, dark blue pants

Dark Falco - Black feathers, dark brown jacket, black pants

  _____________________
//                     \\
         Taunts
\\_____________________//

---------------
Standing Still:
---------------
He bounces back and forth on his feat while standing
1. He will wipe his beak 
2. Turns to the Side

--------------
Battle Taunts:
--------------
1. [Up] Kicks his reflector around and says; "Piece of Cake."
2. [Sides] Balances on one foot, raises his left arm in the air slowly and 
 says; "Go on, Try me."
3. [Down] Spins around and does a swipe in the air with his arm and says; 
 "Hands off my prey." (There are many misconceptions about what Falco says, 
 like: "Hands off my bread." or "Hands off my grill." or "Hands off my grape.")
4. [Special] Yes Falco has a fourth taunt, it involves going to Lylat cruise 
 stage or the Melee corneria stage and pushing down on the control stick a lot, 
then Falco will get down on a knee and a special conversation with the pilots 
of his original game, Star fox, will have a conversation. Can only be done 
once per match. Will stop if Falco is hit and you will have to start another 
match before you can do this taunt again. If a final smash or dragoon is 
executed then the taunt is cancelled and you need another match. In corneria 
the taunt might cause Falco to explode. Four taunts in corneria stage and 
five taunts on lylat (with lylat it is chosen based on the background). More 
on this in a bit.

-------------
Winner Taunts
-------------
1. Falco will land from the sky, pause and look up. He does not say anything 
 in this taunt making it the only one of his that doesn't contain a voice.
2a. Kicks a bunch of times at the screen, saying; "Had enough already?", then 
 poses.
 -2b. If you fight Fox and this taunt plays then Falco will do the same 
 actions but say; "Your off your game Fox."
3. He stands with his arms crossed, then looks upward and says; "You aren't 
 worth the trouble."

------------
Misc. Taunts
------------
The sound the Wii-mote gives off when you select Falco is him saying "Piece of 
Cake." 

His on-screen appearence has him jump out of a blue Arwing, same as Fox and 
Wolf (except wolf has a red Arwing)

-------------------------
Lylat and Corneria Taunts
-------------------------

Lylat Taunts:
The backgrounds of the five taunts are:

-Asteriod Feild
-Corneria (planet)
-Empty Space
-Galactic Attack
-Star Fox vs. Star Wolf

I have tested each of the taunts myself and copied the scripts, there is a 
chance I missed something or didn't hear it correctly so contact me and I 
will retry the taunt and find the mistake.

Asteriod Feild:

Fox: It's an asteroid belt. We've got to clear a path!
Slippy: Eep! Oh, this is bad!
Peppy: Get ahold of yourself, Slippy! Falco's counting on us.
Krystal: If we let a fragment fly off toward the ship, it could cause serious
damage!
Slippy: I wouldn't worry too much. Falco's a tough old bird. He can take care
of himself.
Peppy: Well... yeah, I guess you've got a point there.

Corneria (planet):

Fox: Looks like we made it to Corneria. Falco sure is a sticking it to 'em
out there.
Krystal: Yes, but don't you find it... odd? I've never even seen some of his
opponents before.
Fox: Well it is a brawl, after all. Everyone's in on the fight!
Peppy: That gives me itching for some action. I want in!
Slippy: No way! Old-timers like you ride the bench. This fight's mine!
Krystal: What are you two thinking? I'm the only one who can come through in
a fight like this.

Empty Space:

Fox: Ah, finally a day free of space combat.
Krystal: That may be so, but it's looking like a regular war zone on top of
the ship.
Peppy: Falco! If you lose this one, I'm never going to let you live it down!
Go, Falco! Never give up! Trust your instincts!
Slippy: Ha! I think I've heard that line before!
Peppy: Erm, sorry, Fox. I kind of channeled your dad there.
Fox: Yeah, I noticed, Peppy.

Galactic Attack: 

Slippy: Wow! We're in the middle of a full-scale skirmish!
Fox: Keep your hat on, Slippy!
Peppy: Yeah, look at Falco. He's not letting the skirmish slow him up one bit.
Krystal: Yes. He's a fighter, all right. Who else would have the guts to
open a communication channel during a fist fight?
Peppy: Just the same, watch yourself, Falco. Don't go getting yourself
toasted by a stray laser!

Star Fox vs. Star Wolf

Wolf: Playtime ends here, Star Fox!
Fox: Star Wolf!
Leon: Hey there, boy, how do you like my new ship? Want to see what it can
do?
Panther: I am known as Panther Caroso. I salute you, my enemy.
Krystal: Hmph, it looks like the gang's all here.
Peppy: Good enough! Come on, Fox, let's get 'em!
Slippy: Hey, don't forget about me!

Melee Corneria (Stage) Taunts:
These are chosen at random and you might explode -_-

1. 
Slippy: Hold the A button to charge up shots!
Peppy: Cut your way through with a boost!
Fox: Aren't you guys thinking of something else?

2.
Peppy: Falco! Don't let them get you!
Slippy: This has gotten interesting! I'm on the edge of my seat!
Fox: Calm down! This is where the real battle begins!

3.
Peppy: Look out, Slippy! Enemies behind you!
Slippy: Fox! I think someone's on my tail!
Fox: Get out of there, Slippy!
Slippy: Thanks, Fox! I thought I was done for!

4.
Fox: All ships report in!
Slippy: This is Slippy! I'm all right! I'm all right!
Peppy: Peppy here! I'm a little shaken, but I'm OK. Sorry... I've always
wanted to say that.

-----------
Snake Codec
-----------

When snake does something similiar to Falco in his stage, Shadow moses island, 
then he will have a conversation with some of his series characters. The taunt 
that Snake has changes with which character he is facing. For Falco it goes 
something like this. 

Snake: This is Snake...
Slippy Toad: Copy, Snake! This is Slippy!
Snake: Whaa--! Who is this? What are you, some sort of frog?!
Slippy: Easy there, buddy ~ Just thought I'd hop on the wireless and give you 
a holler, don't get mad!
Snake: Hacked right into my channel, huh...
Slippy: But I'm not here to mess nothin' up. Don't worry.
Snake: ...
Slippy: Just so ya know, Falco uses a Blaster and Reflector that I designed, 
just like Fox does. But Falco will kick his Reflector and send it flyin' 
around. Just showin' off if you ask me.
Snake: No reason a weapon can't have more than one use. In fact, I'd say that 
its versatility shows how well you designed it.
Slippy: Hey, maybe so! I feel all fuzzy now! Thanks Snake!
Snake: Maybe next time we meet, you can design me a weapon... 

Falco is unique because he is the only character to have someone that isn't 
from the Metal gear series to talk to snake on the codec. 



_______________________________________________________

   -------------------------------------------------
   |FAQ's                                  |*FAQ*00|
   -------------------------------------------------
_______________________________________________________

Frequently Asked Questions 

Q: The combo you provided me didn't work. 
A: E-mail me what combo it is and I will test it again, but of course some 
combo's will take some time to learn and some won't work on certian characters 
because of weight, floaty-ness, or speed. 

Q: I have a great suggestion for your FAQ!
A: Great look at the second section in the introduction, my e-mail address is 
there and you can submit what ever you want, and all credit will be given to 
the person who gave it to me. 

Q: I don't think you know anything about Falco and shouldn't be writing this 
FAQ because I have been maining him and I don't like your fighting style.
A: That's fine and I don't think that I am the be-all-and-end-all of all Falco 
players, if my strategies and tips didn't work for you then you can find your 
own way with Falco. I don't expect everyone to be able to use Falco like me.

Q: YOU SPELL BAD!
A: I know I make mistakes in this guide and I will try and update it as much 
as I can.

Q: What is the SSE?
A: That stands for the Sub Space Emissary, I hope to god I don't have to 
explain what that is.

Q: I'm not winning any battles! How can I improve?
A: Just fight! Stop whinning about your loses, If you are having terrible luck 
with friends or online then just fight some CPU players for a while and 
practice your timing in training mode. You will get better.

Q: What is your Friend Code? I want to put you in your place!
A: I don't give out my friend code, e-mail me if you really want it and give 
me yours. Though my internet is very sensitive and doesn't work to often for 
me. -_-

Q: I think I read that somewhere???
A: Well any similarities to any other FAQ or website are coincidental, there 
are some sites I use as references and those are credited in the proper 
section (Credits). 

Q: This Character just owned me, should I switch characters?
A: NO! I hate when people switch based on who killed them last, yes they did 
beat you but not because of the character they were using, it was their skill 
that beat you.

Q: I don't understand this term!
A: Look into the terminology section, and if that term isn't there then it is 
either not retaining to Falco or is new and I haven't had a chance to update 
it into the guide.

_______________________________________________________

   -------------------------------------------------
   |Credits                                |Crdts00|
   -------------------------------------------------
_______________________________________________________

Nintendo -  for the game.

Super smash bros Wikia - my main source of information regarding techiniques, 
 moves, and Falco in general.
 
My cheat - For the Damage percents while I was away from my Wii.

Glassgiant - For the text picture. 

You - for actually reading this FAQ.



_______________________________________________________

   -------------------------------------------------
   |Legal Stuff                            |Legal00|
   -------------------------------------------------
_______________________________________________________


This guide is to be used only by Gamefaqs.com and participating sites of 
Gamefaqs or any other site I place here in future updates. You cannot use 
this FAQ unless permission is granted by me, and credit must be given.