t3h Icy
Smash Master
- Joined
- Jun 12, 2009
- Messages
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Falcon: An Analysis
Like other guides in the past, this uses the same style of organization and formating. This guide is intended for helping players become more informed and possibly more improved with Captain Falcon.
I: An Overview
II: Style of Play
III: Moveset Analysis
IV: Edge Tactics
V: Match-ups
VI: Stages
VII: Videos
VIII: The End
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I: An Overview
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Falcon is one of the easier characters to learn in the game, and can be played pretty gay; a lot similar to Kirby. Falcon's comboing ability and his speed are a dangerous combination to fast-fallers, to characters in the middle, and he can somewhat power through the floaties. Falcon is also one of the few characters to have a close match-up with Pikachu, being able to combo him and keep up with his speed, although not quite advantageous. Overall Falcon is one of the top characters.
+Excellent Speed
+Great comboing ability
+Has one of the best spikes
+Good range
+/-Fastfaller; it can be both good and bad
+/-Heavyweight; it makes Falcon hard to kill at the top, but easier off to the sides
-No projectile
-Can be comboed easily
-Bad and predictable recovery
-Large target
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II: Style of Play
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For the most part, Falcon is a fairly offensive character, but due to speed and range on some of his aerials, Falcon can also control tempo quite well and be played defensively if need be. Generally when a new player picks up Falcon, they begin using Fthrow to Uair combos with little to no variation. Once a player goes beyond basic combos and shouting "SHOW ME YOUR MOVES", they can begin to use his other aerials and improve his ground game.
Offensive
With Falcon's speed, his grabs and his aerials, Falcon can put a lot of pressure on the opponents. This is slightly more difficult against characters with projectiles (such as Fox), but if Falcon gains control of the stage and successfully approach, he can execute various combos. Zoning and spacing are very important here, and Falcon will want to wait for a mistake while keeping a flow of aerials as pressure going. Once Falcon gets the first hit or grab, he can start Uair combos, use walls in many different ways, or hit them towards the edge and use Dair to spike them for the kill. Falcon needs to use speed correctly to avoid being hit and/or comboed back. Overall, most Falcons play in this style, and is generally the better way to play Falcon.
Defensive
Again with Falcon's speed, he can keep his distance from the opponent and have them approach him if preferred. Projectile users such as Link and Fox can beat Falcon from a distance, but other characters like DK and Jigglypuff will have to come towards him. This method of play is more difficult to use successfully since Falcon is giving control to the opponents, but you are less likely to make a mistake as compared to attacking directly in front of them and approaching them. If you're able to avoid projectiles and both players are heavily damaged, this style of Falcon is useful, but not exceptionally useful to use for the duration of a match.
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III: Moveset Analysis
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Neutral B - Falcon Punch
Although n00bs will have you know that it's a divine attack, Falcon Punch has limited offensive use. While it can kill most characters at a middle percentage, it has such a long start-up time that it's basically suicide. There are a few cases where it can be useful though. For one, when Falcon is doing the silly Fthrow to Uair combos, and if the opponent has around 55% (varies among characters), he can hit them with it in the middle of the combo. Most players will jump back and easily avoid it, but if it's done over the edge, especially when the character has used his/her jump(s) (Jigglypuff), or generally has a bad recovery (Link), you can pressure them to coming forward. Also, if you have excellent predicting ability, he could score a Falcon Punch on Ness or Pikachu recovering. I would recommend against it though, because if Falcon misses (likely), he'll leave himself very open. The more common use for it is recovering. If Falcon is tossed in one of the top corners of the stage, Falcon Punch can bring him forward slightly more at the cost of some height. It's helpful for horizontal recoveries.
Down B - Falcon Kick
Ehh, it's slow and has a long cool-down time. It's not even very powerful or has super high priority. Occasionally if Falcon and the opponent are bouncing around, it can be a surprise approach and catch the opponent off guard, but it's risky. Likewise, it could be used as an aerial for the same reason, but again I don't recommend it too often. This move requires good mindgaming to be used effectively.
Up B - Falcon Dive
This is Falcon's recovery move. It has rather limited height and is easy to predict, which makes Falcon's recovery pretty bad. If the opponent makes a mistake edgeguarding Falcon though, they will be sent away (at high percentages) and allow Falcon to easily go back to the stage. Falcon can also use this as a final hit on the Fthrow to Uair combo, since it sends them far enough for a possible kill, does some nice damage and is easy to combo to. If Falcon misses though, it can be dangerous, but it's fairly easy to do. One important difference about Falcon's Up B is that it can be used repeatedly if the previous Up B connected. This can be used off the edge, as Falcon can use the next Up B to recover. Again, it's dangerous to do, but it is a great addition to Falcon's arsenal for skilled players.
Neutral A
Falcon jabs, jabs again, knees the opponent (not the lightning kind), and then begins multiple punching, which can be used infinitely if desired. Jab resetting can be useful for grabbing, but the repeated use isn't great. Against a wall, particularly the one near the tent in Hyrule can become a trap for with this move, but it's difficult to use and is escapeable.
Forward Tilt
Falcon does a slight kick forward with decent range and power. It can be angled nicely for a possible combo starter, but standing in place makes it easy to avoid and attack back. Treat it and use it the same way as Falcon's Neutral A and his Dtilt, as an alternative.
Down Tilt
Falcon's Down Tilt is a nice edgeguard move for those that play safely/defensively. It can be used to to disrupt approaching characters (by ground), similar to the Forward Tilt, but it makes Falcon a smaller target. Usually Forward Tilt will be slightly better, but Down Tilt can be used for edges much more effectively.
Up Tilt
Falcon's axe kick is slow, but it has decent range and can hit the opponent twice. It's useful for combos if the opponent is low to the ground, although grabbing is better in most cases. Like Falcon Kick, it can be used to come off as a surprise, and it can be used to combo off a wall or from a platform sometimes, but overall it's not a superb move.
Dash Attack
It's not strong, but it has a large amount of frames where it can hit the opponent. It has enough knockback so you don't leave yourself entirely open, and could possibly be used for edgeguarding.
Forward Smash
It works like a mini Falcon Punch. Falcon does a fiery kick with great knockback and damage. It's slow though so it doesn't get to be used often, but it is fast enough to possibly throw the opponent off. It is also a great edgeguarding move for safe/defensive Falcons, but it can't hit opponents recovering from below as much as Dtilt.
Down Smash
Dsmash has some knockback, damage and range but isn't the greatest of moves. It's slow and only hits in both directions one at a time. It can be used against rolling or teching the opponent if the player is unsure of where the opponent is going. It could also be used at the edge of a stage to hit an opponent with some range without risking going off the stage.
Up Smash
This is one of Falcon's combo starters. It has a nice mix of power and low knockback, making it easy to use in succession, or to be switched into Uairs. It is more difficult to begin using compared to grabbing or Uairing, but it works nicely under platforms, espcially in Dreamland. Dashing into using it or using it out of a shield are other ways to use it to begin a combo.
Neutral Air
Although it's not a great attack, when running forward this is Falcon's best killing move (for sending the opponent in Falcon's direction), so it does have some use. It can be used for comboing at lower percents as well. It's likely the least used of Falcon's five aerials, but it is still a good move. The main use for it is for using an attack that has a long duration.
Forward Air
This is Falcon's main pressure move. Falcon does two quick kicks, which can be used for comboing or starting a combo. If this is used after a fast fall, it can be used as a single kick for slightly easier comboing ability, but the double kick works just fine. This can also be used to extend Uair combos without knocking the opponent too far back, essentially knocking them back horizontally rather than vertically. The low knockback also makes it viable for high damaged opponents for additional comboing into a finisher. A great move.
Back Air
This is Falcon's main kill move for the sides of stage, except for angled Uairs on occasion. Bair is powerful, has good knockback and is quick, which is all you would need in a move. The range is rather low though, but it's not as important. Going from the edge to Bair is also a useful edgeguarding attack.
Down Air
Easily one of the better spikes in the game, Falcon's Dair is a great quick killer. Dair has great range, enough power and comes out quick. The Uair combo can chain into a Dair over the edge with ease making this a deadly move. It can also be used when approaching, if only for mixing up the moves or coming down from a height (although predictable). Many of Falcons kills come from this move.
Up Air
Easily the staple move of Falcon's moveset, this is used to no end. It's fast, has range, versatility (can be angled), has good damage and combos into itself. Many, many Falcons will combo with this, particularly on the platforms in Hyrule (and basically anywhere else). For some characters, or even in general, fast-falling with Uair can be used to combo better. With the knockback at just the right amount, Falcon can use several different attacks out of this. It can also be a kill move at high percents (or from high on the stage). The other important part of this move is near the end of the move, Falcon's leg will be pointed horizontally and if it connects on an opponent at this point, it will send the opponent horizontally rather than vertically. Although not as quite powerful, it has more range than Bair making it safer, and if angled correctly, it can have more knockback (in terms of sending them to the side of the stage the furthest). If used skillfully, Falcon can send the opponents into the deep corners of the stage which is almost guaranteed death (based on character and percentages).
Forward Throw
Another staple move in Falcon's repertoire, Fthrow is a great combo starter. It works similar to Kirby's, only that Falcon stays in place and can attack immediately after use. Uair combos usually start from Fthrow, and if near the edge, it can be used to spike the opponent with Dair. It is a terrible killing move though, and after a certain percent (around 70%; it varies among characters), it isn't a great combo starter, but because of Bthrow, grabbing is still viable at those percents.
Back Throw
Although it doesn't have as much knockback as DK's or Jigglypuff's, Falcon's Bthrow is still a good killer. At higher percentages, hitting with Bair or Uair works more effectively, but if Falcon is being played on the ground, this can work too. It can also be used for low percent gimps against characters with poor recoveries like Link. However, that's more difficult to pull off, but nonetheless works if Falcon gets a grab then and there.
Edge A 0%-99%
Falcon climbs onto the edge and does a kick. It's weak and slow, and only useful for varying the moves used, but otherwise it's fairly poor. A possible surprise attack though.
Edge A 100%-999%
Similar to the stronger version, except even weaker and slower. It does have priority, but it can be countered.
Taunt
Useless in the game, but if the opponent happens to be a n00b and/or kid, multiple uses before and after 0-death combos can provoke the player into playing poorly. Completely ineffective against anyone moderately advanced, but a psychological edge over lesser players.
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IV: Edge Tactics
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Recovering (off the edge)
Falcon is fairly easy to edgeguard due to his poor recovery and large size, but Falcon can be somewhat offensive when recovering. If Falcon uses Up B early, it can connect on the opponent and send them flying away (or back off a wall), but it has low priority and low range, so it usually will lose out. Still a possibility. Better yet, if Falcon has enough height/distance to sacrifice, Falcon can do an aerial before using Up B or his second jump. Again, it's a choice and different playstyles will affect how Falcon recovers. The sacrifice can be worth it occasionally though but it puts Falcon in a worse spot if he misses.
Recovering (on the edge)
Since Falcon's edge attacks are rather poor compared to other characters, and his aerials are awesome, pulling off the edge and then jumping with an aerial is a great way to give Falcon space to get back on and throwing in some damage as well. If Falcon is lucky, he can even pull a combo off. Fair or Uair are the best choices, but Nair and Dair could be used, though lacking range. Up B can also be a surprise attack, but if it misses or Falcon gets hit, he loses his second jump. Defensively, Falcon can also simply climb on or roll onto the stage, but if the opponent is spaced well or predicts correctly, Falcon is setting himself up for a combo. Fair and Uair are often the best methods, but if it becomes predictable, it loses its use. Simply going back onto the stage can be more effective.
Guarding (off the edge)
All of Falcon's aerials can be used to improve the chances of killing the opponent, but Dair in particular is used more being a long-ranged spike. If Falcon is over the edge with an opponent due to a combo (particularly Uair or Fair), spiking with Dair is easy, effective and safe. Attacking with Falcon starting with Dair is slightly more risky because the opponent may be able to hit Falcon away from the edge (such as DK), but still viable. If the opponent doesn't have high damage or isn't killed by spikes as easily, Falcon can also use angled Uair or Bair by hopping from the edge. If height is required though, Falcon can also do this on the stage. Nair is also a possibility for its duration.
Guarding (on the stage)
This is more for safe-playing Falcons, or if the opponent isn't currently hitstunned. Falcon's Dtilt, Ftilt and possibly Utilt can hit opponents coming up from below, to send them toward the bottom corner of the stage, and Falcon's Fsmash is for when more power is needed. Dsmash is also a possibility if range is desired. Falcon is much more effective going off the stage though since Falcon's aerials all work much better than tilts. Even aerials on the stage aren't lethal if the opponent DIs correctly (such as a Dair from over or near the edge of the stage), but if Falcon techchases, it could be useful. However, all of the defensive moves are much safer than going off the stage.
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V: Match-ups
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Mario
Mario has a similar style in comboing, and most of Mario's attacks have low knockback which can keep Falcon in place. However, Falcon can also combo Mario nicely using his Fthrow and Uair combos and can easily outspeed Mario. Mario's Fireballs can somewhat nullify Falcon's speed, although Falcon still has an easier time getting the first hit. Mario's grabs have to be avoided as Falcon gets sent far off the screen and Mario's Bair, Fair and Fireballs all work well at keeping Falcon from coming back. Careful approaches are necessary for Falcon to get the edge over Mario.
My rating: 45:55
Luigi
Similar to Mario, Falcon's main advantage is largely outspeeding Luigi. Although Luigi is more awkward to combo due to his floatiness, it's harder for Luigi to initiate a combo on Falcon since he's much slower. With his weight, Falcon is also somewhat resistant to Luigi's Up B and Down B (compared to others), but like Mario, Luigi can use his grabs to send Falcon far off the edge, except again due to speed, it's hard for Luigi to do. Luigi in more or less a slower and floaty version of Mario, and Falcon doesn't have too much trouble with him. Luigi's Fireballs have low priority, so Falcon should be able to get by them without any problems.
My rating: 60:40
DK
DK is likely Falcon's easiest match-up due to the sheer size of DK. Falcon's simple combos become even easier against DK and they can continue for much longer due to his weight as well. Falcon can also play defensively if need be since DK has no projectiles. DK's Up B is effective against recovering Falcons, and his grab combos can work nicely due to Falcon also being a heavy character. Overall, Falcon just needs to get the first hit of a combo in and DK should be high percent or dead at the end. Approaching on the ground is somewhat risky though due to DK's grab range and his grabbing ability in general. Don't underestimate the speed potential of DK though.
My rating: 65:35
Link
Although Link falls prey to Falcon's Uairing combos, Link has a disjointed hitbox with his sword and two projectiles, making approaching somewhat difficult for Falcon. Speed is still the main advantage of Falcon, as well as edgeguarding. Link's horrible recovery makes Falcon Dair and most any aerials from the edge lethal hits. Even Bthrow from near the edge followed by an edgehog can be a kill against Link. Link though has a slew of combos that work on Falcon, so Falcon can't mindlessly approach Link. Avoiding the various projectiles, while still pressuring Link is the best way to initiate a combo.
My rating: 60:40
Samus
Falcon's match-up against Samus is like Luigi's being a floaty that has poor speed. Samus has a worse recovery than Luigi though, but has a disjointed hitbox with Fair and Neutral B is a better projectile. Samus also can't grab Falcon with ease so Falcon is moderately safe in close fighting on the ground. As usual, Falcon's Fair and Bair are great ways to get a hit on Samus, and if platforms are available, Uair works nicely too, as well as Usmash. Falcon can't combo easily though, so speed and proper edgeguarding are Falcon's way to beat Samus, but she does have some powerful moves to be careful around.
My rating: 60:40
Falcon
Falcon can combo another Falcon easily, for the same reasons Falcon can combo DK easily. Since it is a mirror match, approach and spacing are key. Once Falcon begins a combo, it's usually death (when towards an edge), so often it comes down to who gets the first hit.
My rating: 50:50
Ness
Ness is an interesting opponent against Falcon. While Ness can slowdown Falcon's ground game and force Falcon to use aerials over grabs, Ness is much slower. Both have exploitable recoveries and when one is over the edge, the other will likely get the kill. Falcon against Ness is essentially speed versus priority. Falcon has to approach carefully against Ness as DJC combos can easily get Falcon to the edge and over, but Falcon can also combo Ness easily and bring him to the edge. Overall, Falcon has a slight edge by using speed properly, but any mistakes for either player may cost up to a stock.
My rating: 55:45
Yoshi
Like Ness, Yoshi's DJCs are effective against Falcon, but Yoshi can't grab as easily as Ness can. Yoshi is fairly big and Falcon's Uair combos work easily on Yoshi, and Falcon has better movement speed. Edgeguarding can be tricky though since Yoshi has super armor frames and can then counterattack Falcon. Falcon can pressure Yoshi off the edge though into using the second jump early. Yoshi is like Ness and has to be approached carefully or Falcon may get killed, but if Falcon can get a grab, Yoshi won't have much left in him. Parrying can be an interesting part of the match.
My rating: 55:45
Kirby
This is one of Falcon's worst match-ups. Falcon can't combo Kirby too fluently and can be a hassle to edgeguard effectively. Kirby on the other hand can overwhelm Falcon using Utilt and Dair off the edge. With his multiple jumps, Kirby can also safely go off the stage and make Falcon's already poor recovery harder to make it back to the edge. Kirby is slow though and Falcon has slightly more range for the most part, but Falcon has to play cautiously. Kirby is also light and can make Falcon's Bair, Bthrow and angled Uair good killers.
My rating: 40:60
Fox
With lasers, near equal speed and also having great combos, Fox can be difficult for Falcon. Falcon can usually kill Fox once he's over the edge and Falcon can combo Fox with ease, but Fox can also combo easily and force Falcon to approach with lasers. Falcon is also a large target and makes avoiding the lasers tricky. It's a close match-up, but a bit in Fox's favor due to better control. Falcon can either approach carefully or quickly to get to Fox and begin combos. Fox's combos have to be avoided though as some are practically inescapable, but the same can be said for some of Falcon's.
My rating: 45:55
Pikachu
This isn't a terrible match for Falcon since he can keep up to Pikachu's tempo, but Pikachu is Pikachu and has priority, speed, a great recovery and great edgeguarding ability. Pikachu's weight though makes Falcon's Uair combos still connect and be able to kill Pikachu at low percentages. Falcon has to approach carefully because if Pikachu begins a combo, Falcon likely isn't coming back. Grabs can work, although Pikachu is often in the air, but a Fair into a grab or Uair can start a combo. Spacing and zoning is important and using Falcon's extra range can help a lot. Predicting Pikachu's recovery correctly also helps Falcon greatly.
My rating: 45:55
Jigglypuff
Being the floatiest character, Falcon has a lot of difficulty comboing Jigglypuff, and being a large target can make combos easy for Jigglypuff, especially Rest combos. Falcon though has more priority and range so it makes Falcon relatively safe. Both characters can edgeguard the other easily, and both can get the other over the edge easily. Falcon has to play somewhat defensively and space very well to get hits without being hit. Uair killing Jigglypuff from the top is possible, but the sides can also work well with Bair and angled Uairs. If Falcon makes any mistakes and gets hit though, Jigglypuff can take a life off of Falcon using Rest combos.
My rating: 50:50
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VI: Stages
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Hyrule
Hyrule can be both nice and bad for Falcon. Since Falcon is a big target, the bottom right section is a bad area to get into, unless the player is careful and confident enough. The platforms are practically built for Falcon to Uair the opponent to a kill or near kill with Up B. Personally, I dislike using Falcon on this stage, but others may differ. The tornado can be used nicely for Falcon's use as it work as an automatic Uair combo starter, or if precise enough, a free Falcon Punch, while Falcon's weight can often keep the tornado from killing him most of the time. His moves and combos can also help force the opponent into it. It's a helpful point; better than other characters, but general Falcon gameplay won't involve it.
Dreamland
Falcon has a much better approach against fast character such as Fox and Pikachu here due to the smaller size. Falcon can also use Uair more effectively as an approach due to the platforms, and they are perfect height for starting a combo with Usmash. Falcon's limited recovery can be a bit of an annoyance though as at high percentages, either way he gets sent, he'll have some difficulty getting back.
Peach's Castle
There's likely some bias in here, as it's my favorite stage as Falcon. No edges and a non-solid bottom platform can be quick deaths for Falcon. Falcon though can do the same back with good edgeguarding, though it's more against him. He can utilize the central part of the stage effectively though with Uairs and Usmashes. The slopes in the top corners often make Falcon have a more difficult time killing the opponent, but could be used for making longer combos. The bumper in the middle works nicely with Falcons moves such as Fthrow and Uair, which can lengthen a combo, or move an opponent to a better position for Falcon. However, the opponent can also do this back.
Kongo Jungle
This stage is pretty disadvantaged for Falcon. Falcon can't use the platforms quite like Dreamland or Peach's Castle, but can still help Uair combos. The barrel isn't particularly good for Falcon as he's a large target and the long stun will likely just get Falcon back off the edge. The poor height on his Up B is also annoying for when Falcon ends up under the stage. Opponents coming from under the stage though are susceptible to getting spiked with Dair
Saffron City
Ehh, it's a decent Falcon stage. The two pits in between the buildings are nice for Falcon's Dair as the opponent can only go straight up back into his attacks. Falcon has fairly good ability in controlling where the opponent goes with combos, so sending them into the Pokemon isn't entirely impossible. The left section of the stage is also both good and bad for Falcon. While it's a nice playground for Uair combos and possible Dair down the pits, Falcon's recovery vertically is poor so getting spiked himself in the pit is hard to recover from. The moving platforms also make it unreliable for Falcon to recover on them, while other characters can freely use them.
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VIII: Videos
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Here are some demonstrations of Falcon.
Versus Fox
Versus Falcon
Versus Kirby
Versus Link
Versus Mario
Versus Ness
Versus Pikachu
Versus Samus
Versus Yoshi
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VIII: The End
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Hopefully this helps up-and-coming Falcons, creates discussion or is used for general Falcon information. Thanks for reading.
Like other guides in the past, this uses the same style of organization and formating. This guide is intended for helping players become more informed and possibly more improved with Captain Falcon.
I: An Overview
II: Style of Play
III: Moveset Analysis
IV: Edge Tactics
V: Match-ups
VI: Stages
VII: Videos
VIII: The End
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I: An Overview
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Falcon is one of the easier characters to learn in the game, and can be played pretty gay; a lot similar to Kirby. Falcon's comboing ability and his speed are a dangerous combination to fast-fallers, to characters in the middle, and he can somewhat power through the floaties. Falcon is also one of the few characters to have a close match-up with Pikachu, being able to combo him and keep up with his speed, although not quite advantageous. Overall Falcon is one of the top characters.
+Excellent Speed
+Great comboing ability
+Has one of the best spikes
+Good range
+/-Fastfaller; it can be both good and bad
+/-Heavyweight; it makes Falcon hard to kill at the top, but easier off to the sides
-No projectile
-Can be comboed easily
-Bad and predictable recovery
-Large target
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II: Style of Play
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For the most part, Falcon is a fairly offensive character, but due to speed and range on some of his aerials, Falcon can also control tempo quite well and be played defensively if need be. Generally when a new player picks up Falcon, they begin using Fthrow to Uair combos with little to no variation. Once a player goes beyond basic combos and shouting "SHOW ME YOUR MOVES", they can begin to use his other aerials and improve his ground game.
Offensive
With Falcon's speed, his grabs and his aerials, Falcon can put a lot of pressure on the opponents. This is slightly more difficult against characters with projectiles (such as Fox), but if Falcon gains control of the stage and successfully approach, he can execute various combos. Zoning and spacing are very important here, and Falcon will want to wait for a mistake while keeping a flow of aerials as pressure going. Once Falcon gets the first hit or grab, he can start Uair combos, use walls in many different ways, or hit them towards the edge and use Dair to spike them for the kill. Falcon needs to use speed correctly to avoid being hit and/or comboed back. Overall, most Falcons play in this style, and is generally the better way to play Falcon.
Defensive
Again with Falcon's speed, he can keep his distance from the opponent and have them approach him if preferred. Projectile users such as Link and Fox can beat Falcon from a distance, but other characters like DK and Jigglypuff will have to come towards him. This method of play is more difficult to use successfully since Falcon is giving control to the opponents, but you are less likely to make a mistake as compared to attacking directly in front of them and approaching them. If you're able to avoid projectiles and both players are heavily damaged, this style of Falcon is useful, but not exceptionally useful to use for the duration of a match.
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III: Moveset Analysis
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Neutral B - Falcon Punch
Although n00bs will have you know that it's a divine attack, Falcon Punch has limited offensive use. While it can kill most characters at a middle percentage, it has such a long start-up time that it's basically suicide. There are a few cases where it can be useful though. For one, when Falcon is doing the silly Fthrow to Uair combos, and if the opponent has around 55% (varies among characters), he can hit them with it in the middle of the combo. Most players will jump back and easily avoid it, but if it's done over the edge, especially when the character has used his/her jump(s) (Jigglypuff), or generally has a bad recovery (Link), you can pressure them to coming forward. Also, if you have excellent predicting ability, he could score a Falcon Punch on Ness or Pikachu recovering. I would recommend against it though, because if Falcon misses (likely), he'll leave himself very open. The more common use for it is recovering. If Falcon is tossed in one of the top corners of the stage, Falcon Punch can bring him forward slightly more at the cost of some height. It's helpful for horizontal recoveries.
Down B - Falcon Kick
Ehh, it's slow and has a long cool-down time. It's not even very powerful or has super high priority. Occasionally if Falcon and the opponent are bouncing around, it can be a surprise approach and catch the opponent off guard, but it's risky. Likewise, it could be used as an aerial for the same reason, but again I don't recommend it too often. This move requires good mindgaming to be used effectively.
Up B - Falcon Dive
This is Falcon's recovery move. It has rather limited height and is easy to predict, which makes Falcon's recovery pretty bad. If the opponent makes a mistake edgeguarding Falcon though, they will be sent away (at high percentages) and allow Falcon to easily go back to the stage. Falcon can also use this as a final hit on the Fthrow to Uair combo, since it sends them far enough for a possible kill, does some nice damage and is easy to combo to. If Falcon misses though, it can be dangerous, but it's fairly easy to do. One important difference about Falcon's Up B is that it can be used repeatedly if the previous Up B connected. This can be used off the edge, as Falcon can use the next Up B to recover. Again, it's dangerous to do, but it is a great addition to Falcon's arsenal for skilled players.
Neutral A
Falcon jabs, jabs again, knees the opponent (not the lightning kind), and then begins multiple punching, which can be used infinitely if desired. Jab resetting can be useful for grabbing, but the repeated use isn't great. Against a wall, particularly the one near the tent in Hyrule can become a trap for with this move, but it's difficult to use and is escapeable.
Forward Tilt
Falcon does a slight kick forward with decent range and power. It can be angled nicely for a possible combo starter, but standing in place makes it easy to avoid and attack back. Treat it and use it the same way as Falcon's Neutral A and his Dtilt, as an alternative.
Down Tilt
Falcon's Down Tilt is a nice edgeguard move for those that play safely/defensively. It can be used to to disrupt approaching characters (by ground), similar to the Forward Tilt, but it makes Falcon a smaller target. Usually Forward Tilt will be slightly better, but Down Tilt can be used for edges much more effectively.
Up Tilt
Falcon's axe kick is slow, but it has decent range and can hit the opponent twice. It's useful for combos if the opponent is low to the ground, although grabbing is better in most cases. Like Falcon Kick, it can be used to come off as a surprise, and it can be used to combo off a wall or from a platform sometimes, but overall it's not a superb move.
Dash Attack
It's not strong, but it has a large amount of frames where it can hit the opponent. It has enough knockback so you don't leave yourself entirely open, and could possibly be used for edgeguarding.
Forward Smash
It works like a mini Falcon Punch. Falcon does a fiery kick with great knockback and damage. It's slow though so it doesn't get to be used often, but it is fast enough to possibly throw the opponent off. It is also a great edgeguarding move for safe/defensive Falcons, but it can't hit opponents recovering from below as much as Dtilt.
Down Smash
Dsmash has some knockback, damage and range but isn't the greatest of moves. It's slow and only hits in both directions one at a time. It can be used against rolling or teching the opponent if the player is unsure of where the opponent is going. It could also be used at the edge of a stage to hit an opponent with some range without risking going off the stage.
Up Smash
This is one of Falcon's combo starters. It has a nice mix of power and low knockback, making it easy to use in succession, or to be switched into Uairs. It is more difficult to begin using compared to grabbing or Uairing, but it works nicely under platforms, espcially in Dreamland. Dashing into using it or using it out of a shield are other ways to use it to begin a combo.
Neutral Air
Although it's not a great attack, when running forward this is Falcon's best killing move (for sending the opponent in Falcon's direction), so it does have some use. It can be used for comboing at lower percents as well. It's likely the least used of Falcon's five aerials, but it is still a good move. The main use for it is for using an attack that has a long duration.
Forward Air
This is Falcon's main pressure move. Falcon does two quick kicks, which can be used for comboing or starting a combo. If this is used after a fast fall, it can be used as a single kick for slightly easier comboing ability, but the double kick works just fine. This can also be used to extend Uair combos without knocking the opponent too far back, essentially knocking them back horizontally rather than vertically. The low knockback also makes it viable for high damaged opponents for additional comboing into a finisher. A great move.
Back Air
This is Falcon's main kill move for the sides of stage, except for angled Uairs on occasion. Bair is powerful, has good knockback and is quick, which is all you would need in a move. The range is rather low though, but it's not as important. Going from the edge to Bair is also a useful edgeguarding attack.
Down Air
Easily one of the better spikes in the game, Falcon's Dair is a great quick killer. Dair has great range, enough power and comes out quick. The Uair combo can chain into a Dair over the edge with ease making this a deadly move. It can also be used when approaching, if only for mixing up the moves or coming down from a height (although predictable). Many of Falcons kills come from this move.
Up Air
Easily the staple move of Falcon's moveset, this is used to no end. It's fast, has range, versatility (can be angled), has good damage and combos into itself. Many, many Falcons will combo with this, particularly on the platforms in Hyrule (and basically anywhere else). For some characters, or even in general, fast-falling with Uair can be used to combo better. With the knockback at just the right amount, Falcon can use several different attacks out of this. It can also be a kill move at high percents (or from high on the stage). The other important part of this move is near the end of the move, Falcon's leg will be pointed horizontally and if it connects on an opponent at this point, it will send the opponent horizontally rather than vertically. Although not as quite powerful, it has more range than Bair making it safer, and if angled correctly, it can have more knockback (in terms of sending them to the side of the stage the furthest). If used skillfully, Falcon can send the opponents into the deep corners of the stage which is almost guaranteed death (based on character and percentages).
Forward Throw
Another staple move in Falcon's repertoire, Fthrow is a great combo starter. It works similar to Kirby's, only that Falcon stays in place and can attack immediately after use. Uair combos usually start from Fthrow, and if near the edge, it can be used to spike the opponent with Dair. It is a terrible killing move though, and after a certain percent (around 70%; it varies among characters), it isn't a great combo starter, but because of Bthrow, grabbing is still viable at those percents.
Back Throw
Although it doesn't have as much knockback as DK's or Jigglypuff's, Falcon's Bthrow is still a good killer. At higher percentages, hitting with Bair or Uair works more effectively, but if Falcon is being played on the ground, this can work too. It can also be used for low percent gimps against characters with poor recoveries like Link. However, that's more difficult to pull off, but nonetheless works if Falcon gets a grab then and there.
Edge A 0%-99%
Falcon climbs onto the edge and does a kick. It's weak and slow, and only useful for varying the moves used, but otherwise it's fairly poor. A possible surprise attack though.
Edge A 100%-999%
Similar to the stronger version, except even weaker and slower. It does have priority, but it can be countered.
Taunt
Useless in the game, but if the opponent happens to be a n00b and/or kid, multiple uses before and after 0-death combos can provoke the player into playing poorly. Completely ineffective against anyone moderately advanced, but a psychological edge over lesser players.
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IV: Edge Tactics
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Recovering (off the edge)
Falcon is fairly easy to edgeguard due to his poor recovery and large size, but Falcon can be somewhat offensive when recovering. If Falcon uses Up B early, it can connect on the opponent and send them flying away (or back off a wall), but it has low priority and low range, so it usually will lose out. Still a possibility. Better yet, if Falcon has enough height/distance to sacrifice, Falcon can do an aerial before using Up B or his second jump. Again, it's a choice and different playstyles will affect how Falcon recovers. The sacrifice can be worth it occasionally though but it puts Falcon in a worse spot if he misses.
Recovering (on the edge)
Since Falcon's edge attacks are rather poor compared to other characters, and his aerials are awesome, pulling off the edge and then jumping with an aerial is a great way to give Falcon space to get back on and throwing in some damage as well. If Falcon is lucky, he can even pull a combo off. Fair or Uair are the best choices, but Nair and Dair could be used, though lacking range. Up B can also be a surprise attack, but if it misses or Falcon gets hit, he loses his second jump. Defensively, Falcon can also simply climb on or roll onto the stage, but if the opponent is spaced well or predicts correctly, Falcon is setting himself up for a combo. Fair and Uair are often the best methods, but if it becomes predictable, it loses its use. Simply going back onto the stage can be more effective.
Guarding (off the edge)
All of Falcon's aerials can be used to improve the chances of killing the opponent, but Dair in particular is used more being a long-ranged spike. If Falcon is over the edge with an opponent due to a combo (particularly Uair or Fair), spiking with Dair is easy, effective and safe. Attacking with Falcon starting with Dair is slightly more risky because the opponent may be able to hit Falcon away from the edge (such as DK), but still viable. If the opponent doesn't have high damage or isn't killed by spikes as easily, Falcon can also use angled Uair or Bair by hopping from the edge. If height is required though, Falcon can also do this on the stage. Nair is also a possibility for its duration.
Guarding (on the stage)
This is more for safe-playing Falcons, or if the opponent isn't currently hitstunned. Falcon's Dtilt, Ftilt and possibly Utilt can hit opponents coming up from below, to send them toward the bottom corner of the stage, and Falcon's Fsmash is for when more power is needed. Dsmash is also a possibility if range is desired. Falcon is much more effective going off the stage though since Falcon's aerials all work much better than tilts. Even aerials on the stage aren't lethal if the opponent DIs correctly (such as a Dair from over or near the edge of the stage), but if Falcon techchases, it could be useful. However, all of the defensive moves are much safer than going off the stage.
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V: Match-ups
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Mario
Mario has a similar style in comboing, and most of Mario's attacks have low knockback which can keep Falcon in place. However, Falcon can also combo Mario nicely using his Fthrow and Uair combos and can easily outspeed Mario. Mario's Fireballs can somewhat nullify Falcon's speed, although Falcon still has an easier time getting the first hit. Mario's grabs have to be avoided as Falcon gets sent far off the screen and Mario's Bair, Fair and Fireballs all work well at keeping Falcon from coming back. Careful approaches are necessary for Falcon to get the edge over Mario.
My rating: 45:55
Luigi
Similar to Mario, Falcon's main advantage is largely outspeeding Luigi. Although Luigi is more awkward to combo due to his floatiness, it's harder for Luigi to initiate a combo on Falcon since he's much slower. With his weight, Falcon is also somewhat resistant to Luigi's Up B and Down B (compared to others), but like Mario, Luigi can use his grabs to send Falcon far off the edge, except again due to speed, it's hard for Luigi to do. Luigi in more or less a slower and floaty version of Mario, and Falcon doesn't have too much trouble with him. Luigi's Fireballs have low priority, so Falcon should be able to get by them without any problems.
My rating: 60:40
DK
DK is likely Falcon's easiest match-up due to the sheer size of DK. Falcon's simple combos become even easier against DK and they can continue for much longer due to his weight as well. Falcon can also play defensively if need be since DK has no projectiles. DK's Up B is effective against recovering Falcons, and his grab combos can work nicely due to Falcon also being a heavy character. Overall, Falcon just needs to get the first hit of a combo in and DK should be high percent or dead at the end. Approaching on the ground is somewhat risky though due to DK's grab range and his grabbing ability in general. Don't underestimate the speed potential of DK though.
My rating: 65:35
Link
Although Link falls prey to Falcon's Uairing combos, Link has a disjointed hitbox with his sword and two projectiles, making approaching somewhat difficult for Falcon. Speed is still the main advantage of Falcon, as well as edgeguarding. Link's horrible recovery makes Falcon Dair and most any aerials from the edge lethal hits. Even Bthrow from near the edge followed by an edgehog can be a kill against Link. Link though has a slew of combos that work on Falcon, so Falcon can't mindlessly approach Link. Avoiding the various projectiles, while still pressuring Link is the best way to initiate a combo.
My rating: 60:40
Samus
Falcon's match-up against Samus is like Luigi's being a floaty that has poor speed. Samus has a worse recovery than Luigi though, but has a disjointed hitbox with Fair and Neutral B is a better projectile. Samus also can't grab Falcon with ease so Falcon is moderately safe in close fighting on the ground. As usual, Falcon's Fair and Bair are great ways to get a hit on Samus, and if platforms are available, Uair works nicely too, as well as Usmash. Falcon can't combo easily though, so speed and proper edgeguarding are Falcon's way to beat Samus, but she does have some powerful moves to be careful around.
My rating: 60:40
Falcon
Falcon can combo another Falcon easily, for the same reasons Falcon can combo DK easily. Since it is a mirror match, approach and spacing are key. Once Falcon begins a combo, it's usually death (when towards an edge), so often it comes down to who gets the first hit.
My rating: 50:50
Ness
Ness is an interesting opponent against Falcon. While Ness can slowdown Falcon's ground game and force Falcon to use aerials over grabs, Ness is much slower. Both have exploitable recoveries and when one is over the edge, the other will likely get the kill. Falcon against Ness is essentially speed versus priority. Falcon has to approach carefully against Ness as DJC combos can easily get Falcon to the edge and over, but Falcon can also combo Ness easily and bring him to the edge. Overall, Falcon has a slight edge by using speed properly, but any mistakes for either player may cost up to a stock.
My rating: 55:45
Yoshi
Like Ness, Yoshi's DJCs are effective against Falcon, but Yoshi can't grab as easily as Ness can. Yoshi is fairly big and Falcon's Uair combos work easily on Yoshi, and Falcon has better movement speed. Edgeguarding can be tricky though since Yoshi has super armor frames and can then counterattack Falcon. Falcon can pressure Yoshi off the edge though into using the second jump early. Yoshi is like Ness and has to be approached carefully or Falcon may get killed, but if Falcon can get a grab, Yoshi won't have much left in him. Parrying can be an interesting part of the match.
My rating: 55:45
Kirby
This is one of Falcon's worst match-ups. Falcon can't combo Kirby too fluently and can be a hassle to edgeguard effectively. Kirby on the other hand can overwhelm Falcon using Utilt and Dair off the edge. With his multiple jumps, Kirby can also safely go off the stage and make Falcon's already poor recovery harder to make it back to the edge. Kirby is slow though and Falcon has slightly more range for the most part, but Falcon has to play cautiously. Kirby is also light and can make Falcon's Bair, Bthrow and angled Uair good killers.
My rating: 40:60
Fox
With lasers, near equal speed and also having great combos, Fox can be difficult for Falcon. Falcon can usually kill Fox once he's over the edge and Falcon can combo Fox with ease, but Fox can also combo easily and force Falcon to approach with lasers. Falcon is also a large target and makes avoiding the lasers tricky. It's a close match-up, but a bit in Fox's favor due to better control. Falcon can either approach carefully or quickly to get to Fox and begin combos. Fox's combos have to be avoided though as some are practically inescapable, but the same can be said for some of Falcon's.
My rating: 45:55
Pikachu
This isn't a terrible match for Falcon since he can keep up to Pikachu's tempo, but Pikachu is Pikachu and has priority, speed, a great recovery and great edgeguarding ability. Pikachu's weight though makes Falcon's Uair combos still connect and be able to kill Pikachu at low percentages. Falcon has to approach carefully because if Pikachu begins a combo, Falcon likely isn't coming back. Grabs can work, although Pikachu is often in the air, but a Fair into a grab or Uair can start a combo. Spacing and zoning is important and using Falcon's extra range can help a lot. Predicting Pikachu's recovery correctly also helps Falcon greatly.
My rating: 45:55
Jigglypuff
Being the floatiest character, Falcon has a lot of difficulty comboing Jigglypuff, and being a large target can make combos easy for Jigglypuff, especially Rest combos. Falcon though has more priority and range so it makes Falcon relatively safe. Both characters can edgeguard the other easily, and both can get the other over the edge easily. Falcon has to play somewhat defensively and space very well to get hits without being hit. Uair killing Jigglypuff from the top is possible, but the sides can also work well with Bair and angled Uairs. If Falcon makes any mistakes and gets hit though, Jigglypuff can take a life off of Falcon using Rest combos.
My rating: 50:50
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VI: Stages
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Hyrule
Hyrule can be both nice and bad for Falcon. Since Falcon is a big target, the bottom right section is a bad area to get into, unless the player is careful and confident enough. The platforms are practically built for Falcon to Uair the opponent to a kill or near kill with Up B. Personally, I dislike using Falcon on this stage, but others may differ. The tornado can be used nicely for Falcon's use as it work as an automatic Uair combo starter, or if precise enough, a free Falcon Punch, while Falcon's weight can often keep the tornado from killing him most of the time. His moves and combos can also help force the opponent into it. It's a helpful point; better than other characters, but general Falcon gameplay won't involve it.
Dreamland
Falcon has a much better approach against fast character such as Fox and Pikachu here due to the smaller size. Falcon can also use Uair more effectively as an approach due to the platforms, and they are perfect height for starting a combo with Usmash. Falcon's limited recovery can be a bit of an annoyance though as at high percentages, either way he gets sent, he'll have some difficulty getting back.
Peach's Castle
There's likely some bias in here, as it's my favorite stage as Falcon. No edges and a non-solid bottom platform can be quick deaths for Falcon. Falcon though can do the same back with good edgeguarding, though it's more against him. He can utilize the central part of the stage effectively though with Uairs and Usmashes. The slopes in the top corners often make Falcon have a more difficult time killing the opponent, but could be used for making longer combos. The bumper in the middle works nicely with Falcons moves such as Fthrow and Uair, which can lengthen a combo, or move an opponent to a better position for Falcon. However, the opponent can also do this back.
Kongo Jungle
This stage is pretty disadvantaged for Falcon. Falcon can't use the platforms quite like Dreamland or Peach's Castle, but can still help Uair combos. The barrel isn't particularly good for Falcon as he's a large target and the long stun will likely just get Falcon back off the edge. The poor height on his Up B is also annoying for when Falcon ends up under the stage. Opponents coming from under the stage though are susceptible to getting spiked with Dair
Saffron City
Ehh, it's a decent Falcon stage. The two pits in between the buildings are nice for Falcon's Dair as the opponent can only go straight up back into his attacks. Falcon has fairly good ability in controlling where the opponent goes with combos, so sending them into the Pokemon isn't entirely impossible. The left section of the stage is also both good and bad for Falcon. While it's a nice playground for Uair combos and possible Dair down the pits, Falcon's recovery vertically is poor so getting spiked himself in the pit is hard to recover from. The moving platforms also make it unreliable for Falcon to recover on them, while other characters can freely use them.
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VIII: Videos
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Here are some demonstrations of Falcon.
Versus Fox
Versus Falcon
Versus Kirby
Versus Link
Versus Mario
Versus Ness
Versus Pikachu
Versus Samus
Versus Yoshi
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VIII: The End
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Hopefully this helps up-and-coming Falcons, creates discussion or is used for general Falcon information. Thanks for reading.