Matchup Summary (Win Condition and Game Plan)
Falco wants to stop Bowser Jr. before Mechakoopa, Clown Cannon, and Side B can build the screen in sequence, using laser and walk-shield to interrupt the setup and start juggling first with Up Tilt or Neutral Air.
Bowser Jr.’s Forward Air, Back Air, and Up Air are still strong anti-airs, but the grounded moves and projectile startups are slow enough that Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, Forward Air, Down Air, and Neutral B can be answered by Falco’s OOS Nair (6f), Up Smash (7f), Grab (10f), and OOS Uair (10f).
Once Bowser Jr. is airborne, the landing and the exposed body after Abandon Ship are much weaker, so Falco gets more consistency by holding the landing with Up Air strings and ledge traps than by chasing too deep offstage.
What loses stability is jumping without accounting for Mechakoopa, swinging directly into Side B, or forcing punishes on shallow Neutral Air and Up Air when Bowser Jr. is still safe enough to escape.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Falco OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -12 |
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| Jab 2 | 4 | -22 |
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| Rapid Jab | 4/7/10… | — | ||
| Rapid Jab Finisher | 6 | -32 |
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| Forward Tilt | 7 | -18/-16 |
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| Up Tilt | 7 | -19 |
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| Down Tilt | 4/12/23 | -11 |
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| Dash Attack | 8/11/14/17/20/25 | -17 |
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| Forward Smash | 18/21/24/27/30/35 | -12 |
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| Up Smash | 7/9/12/15/18/22 | -26 |
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| Down Smash | 12 | -32 |
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| Neutral Air | 7 | -6/-7/-7/-5/-6/-6 |
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| Forward Air | 10 | -11 |
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| Back Air | 12 | -9/-10 |
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| Up Air | 6 | -5 |
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| Down Air | 15… | -11 |
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| Neutral B | 37-97 | -23 to -17 |
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| Side B | 23 | — | ||
| Up B | 17/56 | — | ||
| Down B | — | — | ||
| Grab | 11 | — | ||
| Dash Grab | 14 | — | ||
| Pivot Grab | 15 | — |
Win Condition Checklist
- Do not let Bowser Jr. set up Mechakoopa or Clown Cannon for free; use laser and walk-shield to take space the moment the startup is visible.
- After Falco blocks Bowser Jr.’s Jab 1, Jab 2, Forward Tilt, Up Tilt, Dash Attack, Forward Air, Down Air, or Neutral B, answer immediately with the reachable option from OOS Nair (6f), Up Smash (7f), Grab (10f), and OOS Uair (10f).
- Once Up Tilt, Neutral Air, or Forward Air launches Bowser Jr., do not overchase; wait for the air dodge and the hammer landing after Up B with Up Air, Back Air, or Up Smash.
- Take stocks by trapping Bowser Jr.’s landing and the exposed body after clownless recovery at the ledge instead of racing Side B burst options head-on.
Actions to Avoid
- Jumping in without accounting for Mechakoopa and entering Bowser Jr.’s Forward Air, Back Air, and Up Air anti-air space for free.
- Throwing Dash Attack or Side B straight into the kart and losing to Side B armor or the jump mixup afterward.
- Trying to punish every shallow Neutral Air and Up Air from Bowser Jr. and whiffing Up Smash or aerials that were never going to reach.
- Chasing too far offstage and making Falco’s own recovery worse before dealing with the exposed body after Up B.