Previous characters (click to view, Link done by georly)
Disclaimer: I can't read Japanese, so I may have missed certain effects that are hard to test (such as shieldbreaker properties) and I don't know the names of the custom moves so I've completely made them up.
God damn, I've only done just under a third of all the characters so far, this takes a lot longer than I ever expected it to when I first started doing it!
This time is Falco, the best member of Team Starfox, and a smash fan favourite, though he feels pretty underwhelming in this game due to universal efforts to nerf projectiles in Smash 4, leaving his blaster to be pretty bad. And, despite the fact that he's a bird, his aerials feel worse than Fox's but his ground game feels a bit better, should have been the other way round!
Neutral Special 1 (Hyper Laser)
Falco fires his trademark blue laser, I honestly can't remember playing him much in Brawl, but I think the range might have decreased, going only 3/4s of the way across Battlefield.
Falco's laser actually causes hitstun, unlike Fox's, and it does 3% damage, but it fires very slowly and has quite significant end lag, so it doesn't feel great to use.
Knockback is set and negligible, you can't kill with it even at 999%.
Neutral Special 2 (Arwing Charge Shot)
This time, Falco's laser will fire green, energy-based explosives, much like an Arwing does when you hold the fire button.
Though this move doesn't home in, it does have a lot of other differences compared to the default laser.
First of all, the initial projectile pushes people away, usually to the position where the projectile is going to explode, then it starts to do 1% a hit and then finally it explodes for an extra 2%, doing a total of 6%
The distance is just over a quarter of Battlefield, so it's not much use as a zoning tool anymore, but it stays on stage for a bit so it could be useful as stage control, though the endlag is slightly increased, so maybe not.
The knockback on the explosion is negligible, though not set, it does more knockback at higher percents, but not enough to kill, even at 999%
if it explodes on the opposite side of the player, it will knock them towards you and you can combo it into a smash attack or aerial, but the endlag makes sure the window is very tight and that you can only do it in really specific situations.
Neutral Special 3 (Blaster)
Similar to Fox's Blaster, does no hitstun or knockback, damage is only 1% and the range is slightly lower but you can fire it somewhat quicker.
Endlag is slightly lower but not enough to make up for the damage loss or the lack of hitstun.
Side Special 1 (Falco Phantasm)
Falco zips across the screen horizontally, equal to half the distance of Battlefield and doing 7% damage to anyone caught in the move.
Does minor vertical knockback if you hit someone whilst you're both grounded, not being able to kill Samus until way over 350%, but if you hit someone whilst you're airborne then you're able to kill at the "low" pecent of 310%.
If you hit an airborne person whilst you yourself are in the air, you will instead meteor the other person, though it doesn't really have a good KO power until around 125%.
This move no longer puts you into special fall compared to other games in the series, but it can only be used once per airtime.
Side Special 2 (Falco Apparition)
Exactly the same as the default, except instead of doing damage and knockback, he does nothing but go through people and projectiles without taking damage.
The startup is quicker but the endlag is seemingly longer.
Side Special 3 (Heavy Phantasm)
Goes about half the distance, but does increased damage and knockback.
The damage is increased to 12% at close range though it does go down to 4% and the now diagonal knockback can kill Samus around 180%.
The fact that it's only good at close range yet has higher startup than the default means I don't rate this custom very highly, it at least has some armour on it that lets you destroy projectiles whilst you're moving, but I don't think it's enough, the damage shouldn't have been made to go down over distance.
Up Special 1 (Fire Bird)
Falco charges for a second and then flies in the direction the stick is pressed.
Very similar to Fox's recovery, except Falco's is multihit during the flying part whereas Fox's is single hit.
Does 10% damage if all hits during the charge connect and a further 17% if all hits on the flying part connect, the final hit does increased knockback but it's definitely not useful as a KO move as it can't kill Samus at any reasonable percent (she will live way past 350%)
Up Special 2 (Fast Fire Bird)
Goes a similar distance to the default (may be slightly less), but Falco doesn't bother charging this time, instead shooting in the direction the stick is held almost instantly.
The tradeoff is that it does barely any damage, none on the charge and only 2% on the second part, the knockback is vertical and it's much much weaker than the default (it can't even knock Samus onto the top platform of Battlefield at 350%).
Somewhat interesting is that, if you use it on the ground and point it in a horizontal direction, it becomes very similar to the Falco Phantasm, except with less end lag, though it's obviously not a replacement for the move, it is quite fun to keep darting across the stage with it.
Up Special 3 (Explosive Bird)
Takes longer to charge and goes further than the default, but it does it slower and loses the more powerful hit at the end of the move, replacing it with a more powerful hit at the end of the charging animation.
The charging no longer does damage, but the flying is still multihit and will do 8% if all hits connect, the explosion at the start of the flying portion will do 8% and very slightly higher knockback than the default, but still not enough to kill anyone below 300%.
Down Special 1 (Reflector)
Falco still kicks his reflector, doing 5% damage and having a chance to cause tripping.
It reflects back projectiles with a 1.2x damage modifier.
Down Special 2 (Force Reflector)
This reflector only does 2% on hit (can still cause tripping), and it no longer has a damage multiplier for reflected projectiles, but the projectiles it does reflect move much faster, making it harder for the other player to react to it.
Down Special 3 (Heavy Reflector)
This reflector actually makes projectiles weaker, multiplying their damage by 0.7x, but it gains increased damage and knockback.
It does 9% damage and it can no longer cause tripping, but it does have improved knockback compared to the other two, launching people diagonally upwards.
That's not the say this can be used as a killing move though, as Samus can still survive a hit from it up to 231%
Final Thoughts
The majority of Falco's moves are a bit boring, his custom Arwing-style charge shot is fun though, I have the same opinion as with fox that if a projectile move has high endlag, it better have good enough damage or hitstun or stage control to make it worth it, other wise it's just awful. Which is why the custom that makes Falco's Blaster similar to Fox's bad, it just isn't worth it in my opinion.
The Reflectors all seem around the same usefulness level I guess, but I've never liked Falco's throwing reflector personally and I'm surprised a melee style custom wasn't one of them.
The rest are neither here nor there, I'd probably use the Explosive recovery just because you get more distance out of it, you're rarely going to be using your UpB to rack up damage anyway so may as well go with the better recovery.
With the side B, I think the default is the best, meteor smashes are great in this game and his Dair has more startup so this is a much quicker option, though it's less powerful.