Editing Captain Falcon (SSB4)
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Latest revision | Your text | ||
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|nairdmg=4% (hit 1), 6% (hit 2) | |nairdmg=4% (hit 1), 6% (hit 2) | ||
|nairdesc=Kicks forwards twice. A decent follow-up option after a down throw. Can combo into itself or an up aerial, as well as a neutral attack or grab by connecting only the first hit and quickly landing with the move. | |nairdesc=Kicks forwards twice. A decent follow-up option after a down throw. Can combo into itself or an up aerial, as well as a neutral attack or grab by connecting only the first hit and quickly landing with the move. | ||
|fairname=[[Knee Smash]] | |fairname=[[Knee Smash]] | ||
|fairdmg=19% (clean sweetspot), 6% (clean sourspot), 3% (late) | |fairdmg=19% (clean sweetspot), 6% (clean sourspot), 3% (late) | ||
|fairdesc=A knee strike. It has very high knockback and an [[electric]] effect if sweetspotted, but is incredibly weak if sourspotted. Reliably KOs below 90% from center stage and even earlier near the edge, and is the strongest forward aerial in the game, while having only moderate startup and ending lag. However, it has short reach, along with a very small sweetspot that lasts for only one frame, possesses very high landing lag, and cannot autocancel in a short hop, making it extremely difficult to sweetspot without set-ups. | |fairdesc=A knee strike. It has very high knockback and an [[electric]] effect if sweetspotted, but is incredibly weak if sourspotted. Reliably KOs below 90% from center stage and even earlier near the edge, and is the strongest forward aerial in the game, while having only moderate startup and ending lag. However, it has short reach, along with a very small sweetspot that lasts for only one frame, possesses very high landing lag, and cannot autocancel in a short hop, making it extremely difficult to sweetspot without set-ups. |