Falco Notes-

1. It's better to roll in and get hit then to get hit near ledge since falco will easily die that way.

If you're in the middle of the stage, sometimes it's better to just do a normal get up instead of rolling towards the ledge.

2. Always have Fox come to falco. Falco dictates the pace of the match with lasers, but shouldn't chase down fox. If fox is

abusing platforms try and cut him off before he gets there. Since most platform camping foxes are predicable.

3. It's good to dash dance as falco since it makes lasers that much more threatening. Dash dancing right outside of their

aerial oos range is good. You can bait out a reaction from them after shooting 1 laser then dash dancing, then punish them

after it wiffs. This can be countered if they wave dash forward and do something like grab or f-smash, but then you can

simply throw out a dair or nair and beat their approach.

4. When they do a defensive option, shoot more lasers to gain control of the situation. If they're approaching a lot,

simply throw out dairs since it has stupid priority and will stuff most approaches. Nair is also good. Watch out

for run up shield. It's a good mix up because if you're baited into attacking them they can easily counter oos. So

Just keep that in mind. Run up shine/run up grab beats this option. Also being pulling back and shooting another laser

is a good counter.

5. Don't always go in on the first laser. It's very important to mix up your approaches as falco. Shooting 1 extra laser can

throw your opponent off and bait something out of them. Then simply adapt to what they like to do when hit by laser. Keep

in mind you "have" to go in on the first laser sometimes because it's one big mix up.

6. Use nair over dair in most situations. Dair can set up for better combos but it's not worth the risk. Unless you know

your opponent is coming in for an attack or grab, don't dair them.

7. Space animal's jabs are stupid broken. Jab on shield is easily punished, but if they aren't expecting it laser to jab

can catch them off guard. Jab leads to f-smash on floats sometimes, and usually an aerial. super low risk and high reward

since jab is so fast. Jab to f-tilt is also really good. Locks the opponent down for quite awhile. Jab also counters

grab if you know it's coming.

8. Abuse Falco's vertical mobility as much as possible. Nobody in the game can compete with his vertical speed. He's

lighting fast when coming down. mixing up double jumps and falling down with dair is extremely good because of dair's stupid

priority. Keep in mind this loses to most up-tilts(marth), but if they start doing that you can simply time around their up

tilt to keep them guessing, or just fading back is also good.

9. It's super important to know what moves to do after you hit with dair or nair. If you're in the center of them, shine

and uptilt are your best friends. If you're slightly behind them you can uptilt to catch them, or downsmash if they're

out of range of uptilt since downsmash slightly longer range. Also turn around grab is good. If they're at mid percent

i guess it can be good to down smash them anyway.This isn't optimal unless they're near the ledge. If you're slightly

in front of them, grab and downtilt are extremely good. You have to keep in mind their di when you land a dair or nair

as falco and respond accordingly. Best case scenario you land right on top of them. From there like i said you can shine or

uptilt to start a combo, but if they shield in time then you have to do what falco does best, shield pressure. There are

so many mix ups i'm not going to name any of them. If they're at mid-high percents, dair/nair will either knock them down

or pop them up depending on if they're floaties or not. You can simply react and f-smash/d-smash or set up a tech chase.

10. Bair and uptilt are really good at stuffing approaches.

11. If you're close enough to your opponent, a clean wavedash to shine is really good. oos as well. If you're close enough

you can even run up shine, even though that's more a fox tactic.

12. Play center stage against puff. Don't fight her by the ledge. It's not worth it. Use grab mix ups on her. If you mix her

up well enough you can usually land an aerial off of a grab. Punish puffs landing if you can catch it. Same goes for peach.

13. You can side B over marths jab if you're high enough

14. While up B-ing you can fast fall to ledge or not fast fall to avoid moves depending on the timing of their attack

15. laser to jab on floaties at high percents leads into a free aerial which usually kills

16. Don't jump into peaches wall. Fade back whenever she puts it up and then look for an opening then strike. Same goes for

Marth's fair wall.

17. Be patient when recovering. You'll usually make it back with how many mix ups he has.

18. Always make sure aerials are spaced on shield.

19. You can just float in the air as falco, wait for your opponent, then at the last second hit them with an airial

20. Be patient when cornered as falco. Try not to roll to much. Sit in shield and jumping out with a short hop laser

and a full hop laser is good.

21. Never fight foxes full hop. You'll always lose. Just laser.

22. Once fox commits to the stage to cover side B, you have to up B.

Fox notes-

1. If your opponent is dash dancing you to death, run up shine is really good. Over shooting your airials is really good

at close ranges because it's almost impossible to avoid getting hit.

2. Use foxes lasers as a mix up. Am i going to go in, or am i going to shoot more lasers? You can also use them as a bait.

Shoot them to antagonize them to attack you, then simply full hop over them and then land with any airial on them.

3. Wave shines to dair or nair is really good at all percents. If you land a nair it's really good to lead that into a grab.

4. Abuse foxes full hop as much as possible.

5. Run up jab is really good at high percents because it easily leads into upsmash or aerial to kill them.