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SSBM/Falco

From SuperCombo Wiki


Introduction

Falco is the quintessential definition of a glass cannon. He dominates the neutral game, boasting insane frame data and arguably the best projectile in the game. After landing a hit or even from a disadvantage state, Falco also has limitless combo and mix up potential thanks to his unique version of shine and his oppressive Down Air (dAir) that allow him to convert any hit into his deadly "pillar" combos

There is no exaggeration when it's said that this bird's laser is one of the most obnoxious projectiles in this game, and perhaps all of fighting games. Unlike Fox's laser, his Blaster's laser deals hitstun when it connects, meaning that Falco can immediately take control of the match by restricting the opponent's movement in neutral from the very start of a game. This can continue as strong zoning, or when he is closer he can use it to start his obscene pressure, or even fit it into combos to catch certain options and chain into stronger finishers. This plays into the rest of his moveset, as if the opponent attempts to get around the lasers vertically, he can perform extremely low commitment anti airs as a hard counter that start off his damaging combos.

Falco has a few main weaknesses. First his movement. Compared to his crewmate fox, his movement is trickier and more predicated on burst options like his wavedash and powerful jump options, but he rather makes up for it by controlling his opponent's movement with his gun. Second, his kill confirms. In general, building damage and performing long flashy combos is the easy part. Finishing the job however can necessitate mix ups or creativity. This is a problem only exacerbated by his weak grab combos, resulting in Falco dominating the majority of most matches but having the final result determined by how well the Falco can seal the deal.

His recovery moves are a bit of an anomaly, allowing for countless mixup options but coming with massive weaknesses. His Side B is faster than foxes and has a meteor property on hit meaning it can reverse bad situations in a heartbeat, and his firebird has all the same dizzying angle choices that fox's does. However, due to the low range and very flawed hitboxes of both of these moves, in conjunction with his high fall speed, he is EXTREMELY susceptible to early % kills, dubbed gimps. When they work, they're amazing recoveries with infinite mix up potential. When they don’t, it can be frustrating.

In summary, Falco is a control focused character who sports the best neutral and flashiest combos of the cast. Just remember that this bird can’t fly.


Strengths Weaknesses
  • Versatility: Falco has the combination of an incredible projectile, Overwhelming combo and pressure tools, unique movement, and great normals. With reliable tools for every matchup and situation, Falco can adapt to any opponent, and control the pace of the match effortlessly.
  • Lasers: Arguably the most powerful projectile in the game, Falco's lasers dominate the neutral while keeping him mobile and complimenting his fantastic offense.
  • Shine: A 1 frame jump cancellable option used for combos, shield pressure, movement and so much more. The power of this simple move can not be overstated.
  • Tricky Movement: Falco has the fastest jump speed, highest DJ height, top 2 fall speed, and an above average wavedash and initial dash. Combining these options, strong falco mains can play him as one of the games fastest characters, and throw endless creative mixups at the opponent in neutral.
  • Infinite Skill Ceiling: Falco has a bottomless toolkit and heavily rewards both the creative player and the lab monster. He also one of the best matchup spreads in the game, meaning there is no limit to how far a Falco main can take the character.
  • You Will Die: Due to his fall speed Falco is combo food for literally every character in the game, he also has a highly exploitable recovery, low weight relative to fall speed, and even an higher than average inclination to SD's. If you play this character, be prepared to lose many unfortunate stocks.
  • Tricky Movement: Falco's powerful burst and vertical movement options are offset by his aerial drift speed, run, and walk, which range from mediocre to downright slow for the character. Mastering Falco's movement requires focused practice, and even then he can feel disappointingly slow on the ground.
  • Trouble Ending Stocks: While falco's combo options are unreal, and his Down air can take stocks very early, his traditional killing tools like his smash attacks are very flawed, and he struggles to confirm off of grab. Mastering his edgeguards and unique setups (such as laser into dtilt or fsmash) is critical to improving with the bird
  • Harsh Skill Curve: Falco's steep execution requirements, awkward kill confirms, and glass cannon fragility have lead to the bird being notoriously difficult and inconsistent at all levels of play. Furthermore, fighting opponents who are adept at defensive options such as SDI and Powershielding can create serious issues for growing Falco mains, as they can dramatically disrupt the most important parts of Falco's game plan.
SSBM Falco Portrait.png
Physics
Weight 80 (20th)
Fall Speed 3.1/Fast 3.5 (1st)
Gravity 0.17 (2nd)
Ground Movement
Walk Speed 1.4 (3rd)
Initial Dash Speed 1.9 (25th)
Initial Dash Length 11f (8th)
Run Speed 1.5 (25th)
Traction 0.8 (9th)
Jumping
Jumpsquat 5f (17th)
Jump Height Full 51.5/Short 11.58/Air 41.778 (1st/16th/1st)
Air Speed 0.85 (18th)
Air Acceleration 0.05 (16th)


Ground Moves

Jab
Jab
Jab (5AAA)
Jab 1 First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
-% - - - Normal -
  • Placeholder
Jab 2 First Active Active Recovery IASA Landing Lag Autocancel
- - - - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
-% - - - Normal -
  • Placeholder
Rapid Jab First Active Active Recovery IASA Landing Lag Autocancel
- - - (finisher) - - -
Damage Base Knockback Knockback Growth Angle Effect On Shield
- - - - Normal -
  • Placeholder
Dash Attack
Jumping Side Kick
Dash Attack (d.A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
fTilt
Bird Kick
fTilt (t.6A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
uTilt
Back Kick
uTilt (t.8A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
dTilt
Bird Sweep
dTilt (t.2A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
fSmash
Roundhouse Kick
fSmash (s.6A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
uSmash
Flip Kick
uSmash (s.8A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
dSmash
Falco Split
dSmash (s.2A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Aerial Moves

nAir
Flying Kick
nAir (j.5A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
fAir
Cyclone Kick
fAir (j.6A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
bAir
Reverse Spin Kick
bAir (j.4A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
uAir
Falco Flip
uAir (j.8A)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
dAir
Air Drill
One stock coming right up
dAir (j.2A)
First Active Active Recovery IASA Landing Lag Autocancel
5 19 25 0 18 <5 29>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 12 / Late: 9 Clean: 10 / Late: 20 100 290 Normal 7

Falco Down air is a spinning corkscrew that possesses the rare and powerful property of being a true spike; meaning that when connected in the air it sends the opponent at a harsh, downward angle that CAN NOT be cancelled with a meteor cancel. When connected on the ground, it will either leave the opponent in lengthy grounded hitstun for a shine, or pop them straight up for another combo. This property combined with the moves incredible active time, damage, hitstun, shieldstun, speed, and hitbox, create one of melee's most oppressive combo and pressure tools, which also synergizes fantastically with the rest of falco's kit. Notably, down air is often used to hit an opponent that has been popped up by shine, knocking them back to the ground where they will be shined or down aired again to continue or repeat the combo, a combo loop known as "pillaring" which is crucial to falco's punish game. Throw in some edgeguarding applications and some round winning stock trades, and down air is a move that falco mains will enjoy (and have enjoyed already) for decades

Special Moves

Blaster
Blaster
Get used to seeing this
nB (5B)
First Active Active Recovery IASA Landing Lag Autocancel
23 *13 in air 99 57 0 0 <0 42>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 3 / Late: n/a Clean: 0 / Late: 0 n/a 0 Normal 0

The most powerful projectile in melee, yet also one of its simplest. Falco fires a long laser in a straight line from his pistol, which deals low percent and has only a couple frames of hitstun. The magic of this move happens when it is performed in the air due to it's lengthy endlag being completely cancelled by Falco's landing animation. Performing this aerial laser from a short hop (known as short-hop laser or "SHL") is absolutely crucial to falco's neutral game, and acts as one of the most spammable, low commitment, and downright frustrating options in the game. This move is not unpunishable however, and opponents who are skilled at fighting falco can call you out with movement or powershields to create openings. Nonetheless, the sheer amount of different ways falco can mixup lasers in/for his offense and neutral is staggering, and should be practiced and exploited by falco as much as possible.

Falco Phantasm
Falco Phantasm
sideB (4/6B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Fire Bird
Fire Bird
upB (8B)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Reflector
Reflector
Blip Blip baby
downB (2B)
First Active Active Recovery IASA Landing Lag Autocancel
1 1 19 can be held n/a n/a <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 8 / Late: n/a Clean: 50 / Late: n/a 50 84 lightning 5

One of two legendary shine moves, falco's down b is one of the strongest moves in the entire franchise. Added to the game as a way to reflect projectiles, down b has a small hitbox on the very first frame of the move. On hit, this 1 frame move has unreasonable amounts of hitstun, the perfect vertical knockback angle for combos, excellent frame data on shield and much more. The move can also be jump cancelled allowing a player to perform a wavedash immediately after shining; this technique is known as a Waveshine and it is Meta Defining, meaning it is absolutely crucial for falco mains to practice this. Experienced players using this technique in tandem with falco's powerful aerials and controlling laser are able to string together some absolutely dizzying offense, that can not only blow through any of your opponents defenses when done thoughtfully, but can also convert into high damaging and even lethal combos due to shine's fantastic on-hit properties. This only scratches the surface of what this move is capable of, and while it does have slight weaknesses in the form of a very small hitbox, and its susceptabiliy to SDI, the only real limitation of down-b is in the imagination and execution of it's user.

Grabs & Throws

Grab
Grab
Grab (Z)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Dash Grab
Grab
d.Grab (d.Z)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
Pummel
Knee
g.A
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
fThrow
Elbow Bash
fThrow (g.6)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
bThrow
Skeet Blaster
bThrow (g.4)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
uThrow
Star Blaster
uThrow (g.8)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder
dThrow
Floor Blaster
dThrow (g.2)
First Active Active Recovery IASA Landing Lag Autocancel
0 0 0 0 0 <0 0>
Damage Base Knockback Knockback Growth Angle Effect On Shield
Clean: 0 / Late: 0 Clean: 0 / Late: 0 0 0 Normal 0
  • Placeholder

Advanced Frame Data

This table shows the frame data for all of Falco's non-special moves. Including shield advantage at different timings and cancels.

Shield Advantage
move start end lcancelledLandingLag autoCancelAfter iasa missedLcancelLandingLag totalFrames damage shieldstun bestShieldAdvantage lcancelledShieldAdvantage missedLcancelShieldAdvantage earlyHitAutoCancelledShieldAdvantage lateHitAutoCancelledShieldAdvantage earlyHitIASACancelledShieldAdvantage lateHitIASACancelledShieldAdvantage earlyHitTotalFramesShieldAdvantage lateHitTotalFramesShieldAdvantage
ftilt_mh 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_mh 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_mh 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
dtilt 7 9 N\A N\A 28 N\A 29 13 7 -11 N\A N\A N\A N\A -13 -11 -15 -13
dtilt 7 9 N\A N\A 28 N\A 29 13 7 -11 N\A N\A N\A N\A -13 -11 -15 -13
dtilt 7 9 N\A N\A 28 N\A 29 13 7 -11 N\A N\A N\A N\A -13 -11 -15 -13
uair 8 9 9 25 36 18 39 6 4 -5 -5 -14 -17 -16 -23 -22 -27 -26
uair 8 9 9 25 36 18 39 6 4 -5 -5 -14 -17 -16 -23 -22 -27 -26
uair 8 9 9 25 36 18 39 6 4 -5 -5 -14 -17 -16 -23 -22 -27 -26
uair 11 14 9 25 36 18 39 10 6 -3 -3 -12 -12 -9 -18 -15 -22 -19
uair 11 14 9 25 36 18 39 10 6 -3 -3 -12 -12 -9 -18 -15 -22 -19
uair 11 14 9 25 36 18 39 10 6 -3 -3 -12 -12 -9 -18 -15 -22 -19
ftilt_l 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_l 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_l 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_h 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_h 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_h 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
dashattack 4 7 N\A N\A 36 N\A 39 9 6 -22 N\A N\A N\A N\A -25 -22 -29 -26
dashattack 8 17 N\A N\A 36 N\A 39 6 4 -14 N\A N\A N\A N\A -23 -14 -27 -18
dair 5 14 9 29 N\A 18 49 12 7 -2 -2 -11 -21 -12 N\A N\A -37 -28
dair 5 14 9 29 N\A 18 49 12 7 -2 -2 -11 -21 -12 N\A N\A -37 -28
dair 15 24 9 29 N\A 18 49 9 6 -3 -3 -12 -12 -3 N\A N\A -28 -19
dair 15 24 9 29 N\A 18 49 9 6 -3 -3 -12 -12 -3 N\A N\A -28 -19
bair 4 7 10 22 38 20 39 15 8 -2 -2 -12 -14 -11 -25 -22 -27 -24
bair 4 7 10 22 38 20 39 15 8 -2 -2 -12 -14 -11 -25 -22 -27 -24
bair 4 7 10 22 38 20 39 9 6 -4 -4 -14 -16 -13 -27 -24 -29 -26
bair 8 19 10 22 38 20 39 9 6 -1 -4 -14 -12 -1 -23 -12 -25 -14
bair 8 19 10 22 38 20 39 9 6 -1 -4 -14 -12 -1 -23 -12 -25 -14
bair 8 19 10 22 38 20 39 9 6 -1 -4 -14 -12 -1 -23 -12 -25 -14
usmash 7 10 N\A N\A N\A N\A 43 14 8 -25 N\A N\A N\A N\A N\A N\A -28 -25
usmash 7 10 N\A N\A N\A N\A 43 14 8 -25 N\A N\A N\A N\A N\A N\A -28 -25
usmash 11 15 N\A N\A N\A N\A 43 12 7 -21 N\A N\A N\A N\A N\A N\A -25 -21
usmash 11 15 N\A N\A N\A N\A 43 12 7 -21 N\A N\A N\A N\A N\A N\A -25 -21
jab2 2 3 N\A N\A 18 N\A 19 4 3 -11 N\A N\A N\A N\A -12 -11 -14 -13
jab2 2 3 N\A N\A 18 N\A 19 4 3 -11 N\A N\A N\A N\A -12 -11 -14 -13
jab1 2 3 N\A N\A 16 N\A 17 4 3 -9 N\A N\A N\A N\A -10 -9 -12 -11
jab1 2 3 N\A N\A 16 N\A 17 4 3 -9 N\A N\A N\A N\A -10 -9 -12 -11
ftilt_m 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_m 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_m 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
nair 4 7 7 36 42 15 49 12 7 0 0 -8 -29 -26 -30 -27 -38 -35
nair 4 7 7 36 42 15 49 12 7 0 0 -8 -29 -26 -30 -27 -38 -35
nair 4 7 7 36 42 15 49 12 7 0 0 -8 -29 -26 -30 -27 -38 -35
nair 8 31 7 36 42 15 49 9 6 -1 -1 -9 -26 -3 -27 -4 -35 -12
nair 8 31 7 36 42 15 49 9 6 -1 -1 -9 -26 -3 -27 -4 -35 -12
nair 8 31 7 36 42 15 49 9 6 -1 -1 -9 -26 -3 -27 -4 -35 -12
dsmash 6 10 N\A N\A 46 N\A 49 16 9 -26 N\A N\A N\A N\A -30 -26 -34 -30
dsmash 6 10 N\A N\A 46 N\A 49 16 9 -26 N\A N\A N\A N\A -30 -26 -34 -30
dsmash 6 10 N\A N\A 46 N\A 49 13 7 -28 N\A N\A N\A N\A -32 -28 -36 -32
dsmash 6 10 N\A N\A 46 N\A 49 13 7 -28 N\A N\A N\A N\A -32 -28 -36 -32
utilt 5 11 N\A N\A 23 N\A 23 9 6 -5 N\A N\A N\A N\A -11 -5 -12 -6
utilt 5 11 N\A N\A 23 N\A 23 9 6 -5 N\A N\A N\A N\A -11 -5 -12 -6
ftilt_ml 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_ml 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
ftilt_ml 5 9 N\A N\A N\A N\A 26 9 6 -11 N\A N\A N\A N\A N\A N\A -15 -11
fair 6 8 11 48 53 22 59 9 6 -5 -5 -16 -40 -38 -40 -38 -47 -45
fair 6 8 11 48 53 22 59 9 6 -5 -5 -16 -40 -38 -40 -38 -47 -45
fair 16 18 11 48 53 22 59 8 5 -6 -6 -17 -31 -29 -31 -29 -38 -36
fair 16 18 11 48 53 22 59 8 5 -6 -6 -17 -31 -29 -31 -29 -38 -36
fair 24 26 11 48 53 22 59 7 5 -6 -6 -17 -23 -21 -23 -21 -30 -28
fair 24 26 11 48 53 22 59 7 5 -6 -6 -17 -23 -21 -23 -21 -30 -28
fair 33 35 11 48 53 22 59 5 4 -7 -7 -18 -15 -13 -15 -13 -22 -20
fair 33 35 11 48 53 22 59 5 4 -7 -7 -18 -15 -13 -15 -13 -22 -20
fair 43 45 11 48 53 22 59 3 3 -4 -8 -19 -6 -4 -6 -4 -13 -11
fair 43 45 11 48 53 22 59 3 3 -4 -8 -19 -6 -4 -6 -4 -13 -11
fsmash_m 12 16 N\A N\A N\A N\A 39 17 9 -14 N\A N\A N\A N\A N\A N\A -18 -14
fsmash_m 12 16 N\A N\A N\A N\A 39 17 9 -14 N\A N\A N\A N\A N\A N\A -18 -14
fsmash_m 12 16 N\A N\A N\A N\A 39 17 9 -14 N\A N\A N\A N\A N\A N\A -18 -14
fsmash_m 17 21 N\A N\A N\A N\A 39 14 8 -10 N\A N\A N\A N\A N\A N\A -14 -10
fsmash_m 17 21 N\A N\A N\A N\A 39 14 8 -10 N\A N\A N\A N\A N\A N\A -14 -10
fsmash_m 17 21 N\A N\A N\A N\A 39 14 8 -10 N\A N\A N\A N\A N\A N\A -14 -10

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